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Unity Advanced Navmesh

Discussion in 'Navigation' started by Skynet766, Oct 10, 2020.

  1. Skynet766

    Skynet766

    Joined:
    Sep 13, 2020
    Posts:
    22
    Hi everyone,

    I've written a "API" for the Unity Navmesh that lets you do more advanced navigation. It gives you the ability to add "metadata" to the navmesh like cover positions, or even write custom pathfinding. I used this code for writing a AI that flanks the player.

    https://github.com/Steven113/Unity-Advanced-Navmesh

    If you plan to use multiple agent sizes, you will have to work out a way to calculate what agent sizes each triangle supports, because Unity does not expose that info in the triangulation. It just tells you the area type (walk, jump etc). This was never a problem for me - all my NPCs were human soldiers.
     
    Matt-Cranktrain likes this.