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0
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2answers
40 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
0answers
326 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. ...
0
votes
2answers
280 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
124 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
100 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
98 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
368 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
359 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 ...
11
votes
2answers
3k 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 ...