Stack Exchange Network

Stack Exchange network consists of 174 Q&A communities including Stack Overflow, the largest, most trusted online community for developers to learn, share their knowledge, and build their careers.

Visit Stack Exchange
Join us in building a kind, collaborative learning community via our updated Code of Conduct.

The tag has no usage guidance.

0
votes
1answer
24 views

Generating nav meshes from tile based map (2D)

I'm working on a pathfinder for a MMORPG game, it's not mine; I'm RE it, now I need to create a pathfinder for monsters. But I figured that the client uses tiles for it's pathfinder (for players). ...
0
votes
1answer
13 views

Player with navmeshagent keeps moving back to the last mouse position clicked

On my FPSController I have two scripts, Player Controller and Agent Controller. Player Controller is for using the keys WSAD for moving the player around. Agent Controller uses a NavMeshAgent to ...
0
votes
1answer
28 views

Why some of the agents are keep staying in the waypoint and not continue to the next waypoint/s?

In the screenshot group of 4 agents (in red) are staying on the waypoint(blue) and they just rotating on the waypoint. The other agents keep moving the waypoints. I'm creating waypoints and agents (...
0
votes
2answers
23 views
0
votes
1answer
25 views

Player area in navmesh?

In my game, If i click on terrain my soldier goes there. In my terrain there is no place without a navmesh. So, I want to make area where player moves his soldiers on it. If he clicks outside this ...
1
vote
0answers
26 views

NavMesh - Changing Mesh by Jumping upwards

I have been playing around with the NavMesh and I have seen that there are different situations where an agent has to change meshes. When it works: Everything seems to work alright with links, if I ...
1
vote
2answers
66 views

Stop character from moving after reach his destination?

my script is for character moving to the certain point on the terrain. To get this point I have to use mouse. When I click on the terrain, my character goes there. Now, If he reach his point and ...
0
votes
1answer
45 views

Agent hesitate when choose direction?

I have script for my agent enemy where he should choose one random point and goes to it. But what he did is hesitating ! ...
1
vote
0answers
13 views

Terrain Navmesh build, rebuild smaller pieces of the bigger navmesh terrain. UNITY

when the area is very big and AI characters are required to walk a larger distance, it would be beneficial to have the large navmesh ready for finding a path. when we change the height of the terrain ...
0
votes
1answer
39 views

Unity 2018 NavmeshBuilder.BuildNavMeshAsync

I am trying to test out the new Navmesh tools as of Unity 2018.1 So i have a simple scene with a plane: Then i have the following script: ...
1
vote
2answers
86 views

What graph Search algorithm (s) that can simulate the behaviour of a human searching in a forest

We are building a game , where a group of humans(AI agents) have to wander seperatly throughout the forest looking for a collectable item. The forest is represented as a 2d graph with the item ...
0
votes
1answer
43 views

Unity navmeshagent and doors

I'm trying to make an agent patrol around a maze. The maze is proceduraly generated and consists of many rooms connected with doors. The problem occurs when the agent reaches a door. I wrote a script ...
0
votes
1answer
65 views

How to move NavMesh Agent by animation?

What's the best way to create a simple moving navmesh agent with animation? (e.g. a human enemy running to player) I have run animation that moves the enemy ...
1
vote
2answers
113 views

Unity Vector3 position inside collider

I am trying to create a "wander" action that will make my NPC walk to a random position. The catch is that the NPC should only go positions inside of a collider. I have a huge Sphere that has a ...
1
vote
1answer
45 views

Agents going to the same position

So more often than not I have a case where two agents get the same destination vector3. This causes some hiccups because they won't be able to get to their target because they block for one another. ...
1
vote
1answer
42 views

NavmeshAgent not to turn back

Imagine the blue part of this picture is streets and navmesh. the red object is a car with navmeshAgent. the green circles are the colliders set as triggered and they are the destination of the car. ...
0
votes
1answer
221 views

Unity3d turn based navmesh algorithm

I am developing a game in Unity3d. In this game, 2 teams will fight without any human interaction. The fight results must be always the same, if the same teams are the same. This way, I must ...
0
votes
1answer
65 views

Problem with Unity NavMesh tools

I'm getting this error: Runtime NavMesh Builder source mesh combined mesh is skipped because it does not allow read access I checked all the models and it has the read permission. I also noticed,...
1
vote
0answers
165 views

Unity how to set Off mesh link speed

How can I set agent's speed on off mesh link? I want it to look like a jump, but now it looks like it was in slow motion.
0
votes
0answers
187 views

Get a random point on a Unity nav mesh

I am trying to implement random movements for AIs in my game. This would allow me to, among other things, add children which will move randomly on the map. To do so, I am using Unity's navmesh but I ...
1
vote
0answers
28 views

Finding point in NavMesh meeting criteria

I have build my own NavMesh representation, generation and path finding on it in c++ and it works very well so far. However i struggle archiving this seemingly easy task: I want to find a random ...
0
votes
0answers
22 views

Unity Navmesh Artifact

I have a scene with stairs going up. The inside is fine, more or less even if it does intersect the stairs in an odd way: The geometry at the top of the stairs isn't too fancy: But the navmesh ...
0
votes
1answer
538 views

Unity Nav Mesh instantiation Issue

I've been working on a wave-based zombie game for the past few months and all of the systems have been working perfectly - until I upgraded to the latest version of Unity. Since then, spawning a ...
0
votes
0answers
37 views

Visibility Polygons for FPS AI to move tactically

Does anyone know how to implement visibility polygons in Unity's AI system? I want to write FPS AI that clears an area by checking all the places that aren't immediately visible, cutting the pie the ...
3
votes
0answers
79 views

Is there an algorithm to construct lines (sets of grid points which are all connected) from an unsorted set of grid points?

I have a 2d square grid used for pathfinding that I wish to convert into a navigation mesh. My idea is to pluck out all of the nodes that are on the edge of walkable space, simplify the amount of ...
0
votes
0answers
93 views

isKinematic, Navigation, and Collision

This is related, but quite different, than my previous question here: Transform GameObject on Instantiate Because I have an AI script that moves the mobs using the NavMesh, I need to keep ...
0
votes
0answers
82 views

surface.Bake(); no such command

(re: https://www.youtube.com/watch?v=n-RXnDGE72M∈dex=12&list=PL4AZfZ_v6LZNn6LPUbYFyKJNlssdzlu9K at 13 mins 50 secs) When I try: surface = GetComponent (); surface.Bake(); I am getting an error ...
0
votes
0answers
161 views

Navigation Mesh & 2D Tilemaps

Looking for some help / direction; I'm writing a plugin to generate a nav-mesh from any 2D tilemap in my game, and have run into a roadblock. To explain, the mesh's triangles are being generated by: ...
1
vote
1answer
203 views

What does NavMesh.AllAreas specify in Unity?

I'm trying to calculate the path to a point in my game using NavMesh.CalculatePath, it takes an argument NavMesh.AllAreas. I read the Unity Manual and couldn't clearly understand what it meant.
0
votes
1answer
19 views

Unity using different NaveMesh for the same position

I have differents environments (they are on the same position, and they are prefab) , each environment have differents obstacles. The problem comes with the navMesh. What I want is to have one ...
0
votes
1answer
48 views

Tank avoid other objects?

My tanks working good except one thing, they not avoid each other in good way. they not generate the path to find new good position. My tank follow it own agent position and direction. I add ...
0
votes
1answer
535 views

How to draw a NavMesh Path to a destination without traversing the path in Unity3d?

I have a set of pre-determined destinations. When the user chooses any one of those destinations, the path to the destination should be drawn, similiar to google maps. I am trying to do this in unity, ...
0
votes
0answers
66 views

Is there a limit on how far a navmesh agent can go?

In my game, the NavMesh agent is going from Point A to Point B, Point B to Point C, but not from Point A to Point C. Point B is quite far from Point A, so I was wondering if there is a limit on how ...
0
votes
1answer
336 views

Visualizing NavMesh to Camera

When Unity builds a NavMesh, you can see it in the scene view if you have the Navigation window open and select "Show NavMesh" in the Navmesh Display box. I'd like to use the exact same overlay in a ...
0
votes
1answer
111 views

Nav Mesh Agent and obstacles

I have a scene with buildings and a Nav Mesh Agent. Should all the buildings contain the Nav Mesh Agent obstacle component, or them having colliders and being higher than agents step height is enough ...
0
votes
0answers
47 views

Agent taking different paths?

I don't know of this is possible or not. I was following Unity - The NavMesh Agent tutorial. What I'm thinking on how to make the agent take's different path ? example, if i have two agents, how to ...
0
votes
0answers
276 views

NavMesh for runtime-generated mesh

I am trying to generate NavMesh during runtime for procedurally generated environment in Unity 5.6.2. Sadly, the official documentation for NavMeshBuilder is rather vague. The first goal is to ...
0
votes
0answers
36 views

What are ways to make AI check corners when clearing rooms and the like?

I want to create a shooter AI for enemy soldiers. I want the enemy soldier to approach the corners of walls in a manner that a soldier would in order to clear an area. i.e. The AI would look up the ...
1
vote
0answers
146 views

Simple Stupid Funnel Algorithm (SSFA) for 3D Navigation

tl;dr I need an algorithm similar to SSFA except for portals with 4 vertices (or n vertices if an algorithm like that exists). I'm working on a game that requires pathfinding in 3 dimensions. By this ...
1
vote
0answers
130 views

remove sudden upward & downward jerk from camera

I have a scene with low poly assets & NavMesh enabled for character navigation. When player climbs the bridge there's a sudden upward jerk in camera. Also, when the player comes down, there's a ...
3
votes
2answers
2k views

How to implement jump in NavMesh?

I want my NavMeshAgent to jump when Space key is hit. The Script (in Unityscript) I tried is : ...
0
votes
2answers
119 views

Weird Animation Behavior in Unity

I discovered a weird animation bug and have no idea how to solve it. Below you find the script I attached to my humanoid character. ...
1
vote
0answers
236 views

Get random point on NavMesh async

I am trying to spawn some entities on a navmesh at runtime. The entities need to spawn at a random point. Right now i use the following to get a random point: ...
2
votes
1answer
132 views

Prevent navmesh blocking

I'm writing a tower defense game in Unity, inspired by Desktop Tower Defense. Creeps spawn on one side of the screen, and if they make it to the opposite side, the player takes damage. The board ...
0
votes
1answer
428 views

NavMesh moving is not smooth

I have two car in game one of them is cop that chase player, i put a NavMesh on cop with these values: when the cop get close to player (player speed is 10 ) , movement will go jittery and not smooth....
0
votes
0answers
319 views

Unity 5.6 NavMesh update at runtime

I have a game where you can build houses (multiple) at runtime. However this creates a problem because the Navmesh is not being updated which means that my agents (humaniods) are unable to understand ...
1
vote
1answer
492 views

How to increase vertical Nav Mesh detection for AI Actors? Using Default Query Extent?

For my swimming AI, I wish to use a Nav Mesh, so they may avoid obstacles and swim up and down - preferably. I figured I should try to solve this with a nav mesh, since UE4 has kindly implemented it ...
0
votes
0answers
153 views

Why is my 'NavMeshAgent' applying all of its rotation, at the start?

I am looking for some help with understanding NavMeshAgent in Unity 5.6. I have an enemy game object that has its rotation change completed, at the start, for ...
3
votes
2answers
403 views

Enemies are penetrating in each other when following player

As you can see the image my enemy (when following my player), penetrate each other. How can i avoid it? I am using NevMeshagent to follow the player. ...
1
vote
0answers
202 views

Is Unity 5.6 NavMesh Data Available to Gizmos/Editor?

I have a script from Dungeon Architect that basically draws Gizmo lines along all connections between neighboring waypoints, which is nice. However, I'd like to draw a secondary line the follow the ...