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Official There's a new Navigation package in town!

Discussion in 'Navigation' started by UnityChinny, Dec 8, 2022.

  1. joshrs926

    joshrs926

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    Does this package support Entities?
     
  2. DwinTeimlon

    DwinTeimlon

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    Feb 25, 2016
    Posts:
    294
    @ChinnyBJ I hope you are still at Unity.

    Can you please tell us if the massive layoffs will affect the development of the new navigation package? Thanks.
     
    Last edited: May 11, 2023
  3. Khrimm

    Khrimm

    Joined:
    Jun 10, 2020
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    This really is a huge problem. I am facing the same problem at the moment. My agents are just running/clipping through all the terrain trees. And there is nothing i could do to get the navmesh to work..

    My player character collides with the trees, so the Tree Colliders seem to be set up correctly.

    Does someone know a solution to that problem?
     
  4. Stranger-Games

    Stranger-Games

    Joined:
    May 10, 2014
    Posts:
    392
    @ChinnyBJ Thank you for this update, I am happy to see Unity's new modular design paying off and resulting in smaller build when unnecessary functionality is not forced into the build because of the new package system.

    However, I am having a problem, I am on 2022.2.12, fresh project, imported the navigation package, and opened the new 'navigation' window, not the legacy one, but I can't find an option to bake in it.

    upload_2023-5-24_16-13-30.png

    It's funny because the documentation mentions to use the obsolete window to bake.

    upload_2023-5-24_16-12-48.png
     
  5. Vincent454

    Vincent454

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    Oct 26, 2014
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    158
    You need to use a gameobject with a navmesh surface component on it, that is the only way with the new package I think
     
    Stranger-Games likes this.
  6. Stranger-Games

    Stranger-Games

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    That worked perfectly, thanks.
     
    Vincent454 likes this.
  7. jeroll3d

    jeroll3d

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    Nov 6, 2010
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    I was lost, now...im im PANIC :D
     
  8. tfritzy

    tfritzy

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    Nov 24, 2015
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    Super annoying that NavMeshSurface is in the wrong namespace
     
    EWimsett likes this.
  9. joshrs926

    joshrs926

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    Does anyone know of this package would work well in an ECS heavy project? It seems like it relies on GameObjects so I assume the answer is no.
     
  10. EWimsett

    EWimsett

    Joined:
    Feb 16, 2017
    Posts:
    9
    Has anyone had any success generating bidirectional links with the NavMeshSurface component? They only seem to work in a single direction and I would like to change that, however when I check the documentation I get a "Sorry this page seems to be missing!".

    https://docs.unity3d.com/Packages/c...1/manual/BuildingOffMeshLinksAutomatically.md
    https://docs.unity3d.com/Packages/com.unity.ai.navigation@1.1/manual/CreateOffMeshLink.html

    Edit: after a googling I found out you can't traverse upwards. Having the same flexibility of manually created links is a feature request. Thanks.
     
    Last edited: Aug 7, 2023
  11. Arfus

    Arfus

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    Mar 12, 2013
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    So, with the deprecation of everything in UnityEngine.Experimental.AI is there a replacement on the horizon soon? NavMeshQuery was extremely useful and starting from 2023.2.0a22+ it's no longer available for use.
     
    BreakingPointDev and Arathorn_J like this.
  12. adriant

    adriant

    Unity Technologies

    Joined:
    Nov 1, 2016
    Posts:
    62
    Until further notice, Unity will not release any replacement for the API in `UnityEngine.Experimental.AI`.
    Please note that those experimental structs have been deprecated in 2023.2, but they haven't been removed yet. You can still use them unchanged with what will become the 2023.2 and LTS releases. Also please be aware that they have limitations and issues that Unity will not address going forward. We recommend you evaluate carefully whether their capabilities, in their current form, match all the needs of your projects.
     
    optimise likes this.
  13. optimise

    optimise

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    Is that official currently working on dots navigation and current navigation system will be deprecated soon?
     
  14. Arfus

    Arfus

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    Thanks for the response, I stand corrected regarding the removal remark. However this still doesn't answer my initial question where I've asked if a replacement of those experimental functions will be added. Do you happen to know the answer to that?
     
  15. Saniell

    Saniell

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    Oct 24, 2015
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    But wasn't navmesh query the only thing for navigation in DOTS?
     
  16. Lukas_Ch

    Lukas_Ch

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    Oct 12, 2014
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    Hey,
    This is a super interesting topic, and I hope my opinions won't offend anybody. I'd love to share my perspective.
    First of all, it's really great to see navigation getting more attention, especially with the increased control over the NavMesh building process. I've noticed users creating many cool extensions out of it, like this one: https://github.com/h8man/NavMeshPlus.

    @laurentlavigne's comment might come across as a bit harsh, but I do share a similar sentiment with him. "Improved Collision Avoidance" and "Navigation authoring UX & workflow improvements" seem to fall more into the "nice to have" category. Both of these can already be addressed at the user level, and the asset store offers good solutions for them (of course, as a publisher, my perspective might be seen as biased). However, working on the low-level navmesh side is a true roadblock, at least in my opinion, and probably for others as well. For this reason, I would love to see the roadmap focus more on providing extensible groundwork, rather than trying to tackle specific use cases.

    To be honest, I'm quite concerned about this. I understand that the API was never intended to be available as a proper API interaction with the NavMesh in a Burst-compatible way. However, this decision could potentially impact the adoption of Unity's nav mesh in data-oriented projects. As a matter of fact, I know that I might have to remove Unity nav mesh integration from my packages going forward in 2024. I'm curious to know the main reasoning behind this decision. Perhaps the API can be left as is, with clear communication that it won't be extended, in order to save development time on your side and ultimately removed once replacement API is set.

    P.S. I am creator of Agents Navigation and Local Avoidance.
     
    Last edited: Aug 20, 2023
  17. impheris

    impheris

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    i'm not sure if i fully understand this but, in this case, the asset store should be a place for alternatives, not the only solution, because they costs money, money that many devs (including me) do not have, do not forget that releasing a game is not exactly free either
     
    Vincent454 likes this.
  18. ninetailgt

    ninetailgt

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    Sep 6, 2022
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    I am using Unity 2022.3.3f1, I install AI Navigation and these error show up. Can someone help me fix this! upload_2023-8-29_2-48-7.png
     
  19. joshrs926

    joshrs926

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    Jan 31, 2021
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    Does this package work with Entities? Is there lower level API that can be used with entities?
     
  20. Saniell

    Saniell

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    Oct 24, 2015
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    Yeah, there was, and it was deprecated just recently. Genius move right?

     
    joshrs926 likes this.
  21. joshrs926

    joshrs926

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    Jan 31, 2021
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    I’m sorry to hear that. I think a good way to design a package is to design some lower level APIs that are public that you then build the higher level APIs and the UX and quality of life features on. Then the average user can use the higher level APIs and then users with advanced use cases are free to use the lower level APIs. I believe the Splines package was designed this way.
     
    EWimsett likes this.