![]() ![]() ![]() If you want runtime decision making based on dynamic and variable terrain (as opposed to baked), I think you're needing custom "path finding", which is very much distinct from the nav mesh. I don't think creating your own nav mesh will solve your problem. In re "it still wants object", is "it" referring to the navagent, nav obstackle, terrain? I like the challenge of the problem your facing so I'm curios to see what will work for you. The suggestion was half-baked in my $$anonymous$$d though so it very well could be a dead end. The nav mesh link solution inferred breaking up your terrain with "un-navigable" areas, and then linking them at runtime. This may have been what you were already referring to though. This would require each terrain section/type to have known nav points on it though, as well as logic to calculate shortest vectors. For example, have char raycast across terrain and each different terrain type could have a large invisible trigger collider that has a name/id/layer/whatever that's unique to it's terrain type, and have logic to set the next destination/waypoint accordingly. If you need something super runtime dynamic and flexible, maybe try incorporating some custom path logic with Unity's. Haven't done a lot with that though so just an idea. Look into Off Mesh Links ( ), you may be able to set properties at runtime ( ) to alter the nav of a char. At this time it seems that creating my own navigation system will be required that allows me to paint out areas on top of my terrain.Īny and all suggestions and guidance is appreciated.Īs far as rolling your own nav system, I would put at least a few days of effort into using Unity's Nav system first. If this is not possible, what are some other solutions that people have used to create their own 'nav mesh' per say. Such as a grassy field becoming farm land so obviously shouldn't be walked through. I also want to dynamically change the areas based on the assigned use. The main reason I ask is because I want to be able to make the navigation across rough terrain less desirable than say a road or grassy field. The feature I see lacking is the ability to paint or assign areas of a baked nav mesh that are not objects and I am curious if there is a way to do this? I have looked at the NavMesh Components library but it requires that you add objects all over the place that you want the baking to consider, which is extremely tedious and impracticable for a larger terrain map. And I say this because you cannot define areas in on your terrain since there are no objects to specify as terrain. As neat and awesome that it is, the NavMesh feature seems to be biased toward games where the navigation is object based and not so much terrain. I have been experimenting recently with the NavMesh and agents for my RTS game. ![]()
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