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Unity's Built in Navigation for procedural generation

Discussion in 'Navigation' started by AL0932, Mar 3, 2015.

  1. AL0932

    AL0932

    Joined:
    Mar 29, 2013
    Posts:
    22
    I sent a message to one of the community members, but I thought it's best to post here publicly so other devs could also benefit from the answers received. Here's the message:

    "Hello, I have a question about dynamic runtime navmesh generation. Is this possible with Unity's built in navigation mesh through scripting? I've seen the following Navigation Extension in the Asset storehttps://www.assetstore.unity3d.com/en/#!/content/16910 and it looks like with a bit of scripting, it would be possible to "extend" the navmesh for my purposes.

    Are there also workarounds that could save me time (baking navmesh to each room prefab and then placing them in the scene)?

    I've already built my own navmesh using the following tutorial series https://www.youtube.com/playlist?list=PLFt_AvWsXl0cq5Umv3pMC9SPnKjfp9eGW

    but it seems like the last option would have me do unecessary work as far as I know. I would have to code the AI to use the custom navmesh with pathfinding, along with specific behaviors that will use it. Instead, I want to use PlyGame's NPC Controller component that uses Unity's already built in Navmesh to save me the trouble.

    So some answers guidance/suggestions would be of tremendous help,

    hope to hear from you!

    Thanks!"
     
  2. Aphelion78

    Aphelion78

    Joined:
    May 8, 2015
    Posts:
    8
    I'm looking for a similar solution. I'm using DunGen with PlyGame but have hit a wall when it comes to having my little skeletons run around the map and hunt down the player. I've been looking at solutions on the Asset store but it occured to me that even if I found a good pathfinding solution, how would I get PlyGame to use it?