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0
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0answers
15 views

Navmesh agent with Mecanim path pause/clear

i have a third person hack 'n slash i'm working on and no, it is not a button masher. The combat needs skill to execute attacks plus no auto targeting. Anyhoo, I've got the player side of things set ...
1
vote
2answers
185 views

Dynamic navigation mesh generation algorithm

I'm working on a 2D game (top down / zelda like view) I'm struggling with navigation mesh generation, in complex scenarios my homemade algorithm is lost and too slow... I would really love to see a ...
0
votes
1answer
48 views

Unity5 - Create navmesh for a random generated environment

I am following this tutorial to create a game with random generated mazes: http://catlikecoding.com/unity/tutorials/maze/ I want to add some monsters to roam around the newly created maze. How can ...
0
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0answers
25 views

Preventing a NavMesh agent from moving Diagonally?

I'm currently working on a topdown game that uses 3D models. I am planning on using the NavMesh system in Unity to handle the movement of my NPCs, however, the NavMesh agents move diagonally when ...
5
votes
1answer
201 views

What is best method for 2D pathfinding in procedural world?

I have been researching path-finding for 2D games and would like to create a system that allows A* to perform as best as possible over a near infinite world. This system is intended to manage not only ...
-1
votes
1answer
35 views

NavMeshAgent in unity not working

I am making a game in unity and it is throwing the error "Failed to create agent because there is no valid NavMesh" and i don't know what the problem is. using UnityEngine; using ...
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0answers
39 views

NavMesh.SamplePosition() fails after rebaking NavMesh?

So today I was refurbishing a scene when this happened. After baking a new Navmesh the SamplePosition() returned only infinity. I tried a lot of things out but eventually went back to an older version ...
1
vote
0answers
24 views

Getting the polygon footprint from a map

I'm trying to implement the Explicit Corridors method to generate a navmesh for a large city. The algorithm takes a list of convex polygons representing the obstacles as input. The paper only ...
0
votes
1answer
71 views

Unity AddExplosionForce to a Navmeshagent

the navmesh agent is intaracting with the exploding object, explosion occurs and agent takes damage but no pushback occurs. expodingobject using UnityEngine; using System.Collections; public ...
3
votes
1answer
88 views

Unity3D Pathfinder with Crossings

I'm trying to bring traffic on my street system. The main problem for me are the different lanes and crossings and to make it complete the different types of paths. I've tried a bit with the ...
0
votes
0answers
16 views

NavMashAgent not moving

Here is my code. Im trying to move a Cube to CheckPoints. FindClosestTarget() method collect all Checkpoints. When Cube hit the CheckPoint, ChackPoint will be Set as Inactive. When the Collision ...
0
votes
0answers
40 views

NavMesh giving jerky like motion

I instantiate Gameobjects that have a NavMeshAgent attached to them. Their destination is the player that can move around a map, and there is a baked NavMesh on the map. The problem I'm having is ...
1
vote
0answers
83 views

How to make a part of an object with navmesh agent rotate separately?

I have a game object (a Humvee jeep) and it has a turret gun on top of it. What i want to do is while the vehicle is moving in a line the turret look at player. I tried rotating the turret gun with ...
0
votes
1answer
303 views

Click to move - get NavMesh layer

I'm using NavMesh, and NavMeshAgent for my character movement and Pathfinding. I made a testing NavMesh with 2 area layers: 0 = Walkable 3 = Water. In have a click to move script, and i need to ...
2
votes
1answer
66 views

Unity3D (5.1) NavMesh Agent Error

This is my first post in GameDev StackExchange, so please excuse me if I make any mistakes on best practices here (if I do, please refer me so I can learn). I'm making a prototype where I have 2 ...
0
votes
1answer
660 views

Unable to stop navmeshagent for rotation before moving

I'm trying to get the NavMeshAgent to rotate before calculating a path and proceed walking. I stumbled upon a thread that said this can be done by manually rotating the object first. However, I am ...
4
votes
1answer
107 views

Simplify navmesh path

I'm trying to implement pathfinding in my game, I'm using navmesh with triangles. I'm able to find a path but I want to simplify the path. This is what I have right now : Green quad is start ...
1
vote
2answers
140 views

Deleting fewest Navmesh Obstacles when no valid path is found

So I'm building a Tower Defence, with mazing (i.e. the player can place towers to make the mobs take a longer route to there destination.) I'm using Unity's Navmesh system. Each Enemy unit has a ...
0
votes
1answer
1k views

Loading different navmeshes at runtime in Unity 5

In order to improve the extend ability of our maps, we load different components of the map at run time. The idea is a user can use Unity to make a map, drop it into a folder and it will be loaded. ...
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votes
3answers
2k views

Find closest point on NavMesh if current target unreachable

I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ...
1
vote
1answer
386 views

NavMeshAgent.CalculatePath - how to use properly?

I seriously can't figure out how to use this function, and the documentation doesn't help at all. Here's the documentation code: public class ExampleClass : MonoBehaviour { public Transform target; ...
0
votes
0answers
224 views

Triangulation of “polygon with holes” for NavMesh

Just for fun, I am working on a little side-project: As a first step, I want to be able to build a grid-based world (think Dungeon Keeper), generate a nav-mesh for this world and then let agents ...
0
votes
1answer
165 views

change direction navmesh agent on collision encounter [duplicate]

I have one player and many enemies. The enemies are following my player through the navigation mesh. Sometimes enemies get stuck because there is another enemy in-front of them. You can say both are ...
1
vote
2answers
714 views

Unity - Across the wall

I have a problem here. I animated my main character and is working. It walks run and jump however it goes across walls and ground. As in every single video I watch in unity tutorials I put a ...
4
votes
3answers
634 views

Unit turning in navmesh-based pathfinding

I'm working on an RTS game, and I'm using navmeshes for unit pathfinding. I do know how to find a general path within a navmesh, but how do you determine if the unit have enough space to turn? I ...
14
votes
2answers
5k views

How can I generate a navigation mesh for a tile grid?

I haven't actually started programming for this one yet, but I wanted to see how I would go about doing this anyway. Say I have a grid of tiles, all of the same size, some traversable and some not. ...
6
votes
2answers
1k views

Creating a navmesh from a voxel terrain

My world is represented by a 3D density field, where a positive density means solid ground and a negative (or zero) density means air. How can I generate a navmesh from that voxel data, with surfaces ...