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Run-time navmesh generation doesn't generate off-mesh links?

Discussion in 'Navigation' started by cybie, Sep 8, 2022.

  1. cybie

    cybie

    Joined:
    Sep 17, 2010
    Posts:
    91
    That's what I am seeing. However if I bake the same scene in before run-time then I can see the off mesh links being generated.

    That seems like a huge omission. Or did I miss something?
     
  2. UnkelRambo

    UnkelRambo

    Joined:
    Oct 26, 2012
    Posts:
    80
    I don't think you missed anything. I'm dealing with this as well. There's a 3rd party script I found here:

    https://github.com/idbrii/unity-navgen

    I honestly haven't dived into it too deeply but it looks promising so far.

    Is there a UserVoice channel for Unity AI feature requests somewhere or something? I would love to offer some deeper feedback.

    Edit:

    Scratch that, it looks like there's a compile error in this now that I'm actually to the point of testing it. Might work with the NavMeshComponents github project. What a mess...
     
    Last edited: Sep 9, 2022
  3. cybie

    cybie

    Joined:
    Sep 17, 2010
    Posts:
    91
    Yeah this is sad. They rather spend money buying game ad company rather than investing into their tech.

    I found a possible work around if you are willing to invest in "A* Pathfing Project". On their forum I see a similar effort by third-party https://forum.arongranberg.com/t/automatic-nodelink-placer-tool/7518
     
  4. UnkelRambo

    UnkelRambo

    Joined:
    Oct 26, 2012
    Posts:
    80
    I did look into that but sadly my perf needs are way out of scope for what A* Pathfinding Project Pro can handle. My 1000 agents are well within perf using Unity's pathfinding but that takes about 10ms on my 5950x workstation using A*PPP. And I lost local avoidance with A*PPP. No bueno.

    I may end up changing my game a bit and rolling my own jobified voxel A* pathfinder for this project. Honestly, that's a huge deal as I'm 10 months into this project and trying to hit a September deadline. Having runtime navlinks isn't a *must* but it will mean some big changes to planned gameplay, which is a bummer.

    I'll respond here if I find a good solution Soon:tm: