Questions tagged [navmesh]

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3answers
11k 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 ray-...
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1answer
712 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 ...
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1answer
2k 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 = ...
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1answer
12 views

Unity Nav mesh lading data each frame

Hey all I had a question, I was looking into my game's performance and noticed this in the profiler: Is there any way to optimize this such as pre-generating tiles so it doesn't have to do it each ...
6
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5answers
28k views

Is it possible to use nav-mesh in 2d game in Unity?

I'm working on game that needs navigation and obstacle avoidance. I've used nav-mesh on 3d project before but now I'm trying to use it in 2d sprite game but it seems like it doesn't work. I want to ...
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1answer
71 views

NavMesh - LoS and “Containing”

For a gameserver/backend, I have a navmesh for "walkable" areas in form of points/triangles. Now I want to check every gametick if the client is still in a legit place and if he shots/casts a spell, ...
1
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0answers
71 views

Going up and down stairs by Unity3d's NavMesh

*Purpose I want to create a navigation mesh that is optimized for going up and down stairs and stopping. *Question I'm making a nav mesh to make a character go up and down stairs. I'm making a nav ...
1
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1answer
736 views

Line of Sight Check Theta* Algorithm

I am looking at implementing the Theta* algorithm in a 2D NavMesh. I have A* working, and I need to add a line of sight check to turn it into Theta*, this seems relatively easy in a uniform grid but a ...
4
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1answer
207 views

In unity, making a navmesh for a tiny planet?

I'm trying to build a scene in a small planet, and baking will always give me the result on the half top of the planet. But what I want is to create a navmesh all around the small planet. I am ...
3
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0answers
75 views

Navigating an AI that shouldn't take the shortest path but the scenic route instead (e.g. fish)

I'm working on a sidescrolling game with an underwater "fish-like" AI that has some goals (interacting at various locations) and things to avoid (player). Started of with a Navmesh and ...
0
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1answer
34 views

How to assign an index to different node clusters? (for pathfinding)

Hellow~ So for a bit of context: i'm currently working on a RTS (way above may league) which already has a level editor and a node grid which maps the terrain, i previously make a navigation system ...
1
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1answer
300 views

Spawning large numbers of navmeshagents causes them to jump position

Cross posted on StackOverflow I'm making a tower defense style game in 3D using Unity. I'm experiencing a frustrating issue with spawning large numbers of characters in an area of navmesh where if I ...
1
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1answer
2k 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 ...
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0answers
155 views

surface.Bake(); no such command

Regarding the code shown in this video at 13:50: When I try: surface = GetComponent (); surface.Bake(); I am getting the following error message: UnityEngine.AI....
0
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1answer
70 views

Nav Mesh Agents are not moving along the mesh

I'm fairly new to unity.I've been playing with Nav Mesh Agents lately.I have encountered this problem twice.The first time I didn't bother redoing my project all over again.But now its bothering me ...
-1
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1answer
101 views

Check if NavMeshAgent can reach position with dynamic obstacles

I am currently checking if a position in the NavMesh is reachable. It is reachable without the NavMesh obstacles. But the moment I add it, NavMesh's CalculatePath() ...
1
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0answers
34 views

How to adjust a path to avoid collisions with moving obstacles inside a nav mesh?

I'm writing a script for a bot and I'm a little bit stuck. There's a game, there's a player (me) and I want to get from point A to point B. I can find the path via bot's API (it returns a ...
0
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2answers
72 views

Is collision detection with static environment necessary for npcs

I can't find any information on this topic. I'm wondering about the differences between the collision detection approach for player as opposed to npcs. Basically NPCs will move strictly along the ...
1
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0answers
45 views

Any good pathfinding algorithm for lots of different speed zones? NavMesh seems not work

I have a terrain map with lots of different areas: roads, grass, swamp, forest, mountains. Each has different speed for the player. The map is continuous 3D map, not grids. Given a start & end ...
0
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0answers
163 views

Implement navmesh for climbing cliffs and walls

I am trying to implement dynamic wall climbing similar to Conan exiles and Legend of Zelda: Breath of the Wild. My system as of now uses a raycast to get the direction of a geometry's normal, and I ...
1
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2answers
2k 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 ...
2
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2answers
2k 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.
1
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0answers
45 views

NavMeshAgent.CalculatePath produces a PathInvalid result

Anyone know what can cause NavMeshAgent.CalculatePath to return false and give a path with PathInvalid status? I have two ...
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0answers
23 views

Why Unity Navmesh codes should be executed first?

I'm trying to calculate path using NavMesh.CalculatePath and use rigidbody alongside with it, how ever if character does not stick to navmesh baked area the calculatePath codes will not work. I also ...
1
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0answers
94 views

How does heavily constrained delaunay triangulation work?

In short: I'm trying to find an algorithm for performing a Delaunay triangulation of a heavily constrained polygon (for the purpose of pathfinding), with the understanding that most of the resulting ...
3
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1answer
127 views

Navmesh awkward path generation with string pulling due to “inner” vertices

I've identified a problem and a possible solution related to navmesh-based pathfinding. Before diving in, I'll preface my post with some questions to keep in mind as you read: Is this a known problem ...
0
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1answer
750 views

Runtime NavMesh Builder source mesh combined mesh is skipped because it does not allow read access

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,...
8
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2answers
3k views

What are the disadvantages and/or limitations of navigation meshes? [closed]

I have a lot of materials on navigation meshes, what they are, their advantages over graphs made up of waypoints, etc. However, I haven't seen much information regarding the limitations and the ...
0
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1answer
66 views

How to find a valid point if NavMeshObstacle is blocking path?

Is there any way to find the closest valid point to my target if a NavMeshObstacle is blocking my agent's path? This point can be any point along the red line in the image above.
2
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3answers
6k views

Why are multiple Nav Mesh Agents jittery when the target is inaccessible?

I have a simple scene. Most of the land is flat, except for three raised cylindrical platforms coming up from the ground. I have several enemies with Nav Mesh Agent components attached, with their ...
0
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0answers
84 views

Agent stuck with each other

As the title. I have stuck on this: When many agents have same destination, they will be stuck with each other. I want they find a new path as character in the picture a attached below How can i make ...
0
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0answers
47 views

Eliminate unwanted “hills” in navmesh over a flat floor

So in the image below you can see that my navmesh has these weird hills being formed in it. Any way to remove these? My AI gets stuck on them.
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0answers
147 views

Can I rely on a Navmesh for X/Z movement and manually place my agent on the Y axis?

I'm generating my terrain mesh around the player (along with collision mesh and Navmesh). It's tile based, when the player moved enough I generate necessary tiles render meshes, then collision meshes ...
1
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0answers
235 views

Navigation Mesh, Chunks and Funnel Algorithm

I am building a little RTS-like game as a side project and I am currently working on pathfinding. My approach to pathfinding is heavily inspired by things I saw in the Starcraft II map editor, which ...
0
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0answers
204 views

Unity - Moving X amount of units to destination, RTS style movement

I have a reached a point now where I can select X amount of units, and move them to where I click. My problem is, they all try to get to the same point. I use Unity's own Navmesh + agent. I set ...
0
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1answer
122 views

NavMesh going in the ground

I'm trying to do a navmesh. Everything seems to work fine exept that my character in almost completely under the ground. The ground is a plane with a mesh collider. I have baked it and checked my ...
2
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1answer
202 views

Unity, NavMeshAgent SetDestination acts funny

I had a scene set as the following picture. And a NavMesh baked as the following picture. But my "player" (The left-bottom corner sphere) don't go where I want it want to go! Test vedio Source ...
0
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1answer
608 views

How to move player along navmesh link's curve?

NavMesh Link creates a navigable link between two locations that use NavMeshes. This link can be from point to point or it can span a gap, in which case the Agent uses the nearest location along the ...
0
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2answers
978 views

How to make a car follow a path?

I have a 2D game and my goal is to make a car follow a path (the road in the picture) and rotate in the same time. I tried a plugin in the assets store but it didn't work well for me and i had ...
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votes
1answer
51 views

How can a NamMeshAgent be configured to always look towards its next path position, but never move there?

I'd like to have something like an on-screen panel that appears in the direction that you are supposed to go. The panel is a NamMeshAgent with a speed of 0. I was hoping something like this would ...
0
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2answers
3k views

Unity NavMesh pathfinding using Job System

I'm trying to write a system where I can run each enemy's NavMesh pathfinding in parallel, using Job System. The problem I'm having is that I can't pass the NavMesh agent argument as it's a reference ...
0
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2answers
1k views

How to make specific paths in UE4?

I have a project where I have 1 character (playable) and 2 NPC's (AI). The NPC's are programmed to meet 2 target points. Below is an image to facilitate understanding: As you can see, this green ...
0
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2answers
2k views

The 'speed' value of the Nav Mesh Agent component does not seem to affect speed at all (Unity3D/C#)

The speed value of the Nav Mesh Agent component doesn't seem to have any effect whatsoever on the speed of my game object. Actually none of the motion values seem to have any effect. I've attached ...
1
vote
1answer
566 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
1answer
58 views

Is there a way to automatically group tiles in a A* pathfinding grid to find the largest areas?

I'm making an RTS game using html canvas. I've made a program that randomly generates levels in order to test my pathfinding script. it divides the pathable blocks into squares so that you can apply A*...
1
vote
0answers
190 views

Is there an established way to create a 2D XY NavMesh in Unity?

Specifically, one in the empty space between colliders, rather than on an XZ plane (more or less) over the surface of a collider? Specifically this is because I have a drone, in a current project, ...
0
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0answers
832 views

how to make AI do jump on navigation mesh system?

hi :D i'm currently using unreal for make a sand-box game for learning purpose. and due to the unique attribute of sand-box game, i am looking for how AI move naturally on map (which changes so often)...
12
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4answers
3k views

How would one generate a Navigation Grid for a 3D world?

I am attempting to find a solution to this problem. I'm trying to build a navigation mesh in the format of a grid of vertices locked to x, y floored coordinates in the shape of squares for 3D space. ...
0
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2answers
419 views

Infinite plane with Unity Navmesh agent

guys! I would like to create a map where the player can never reach the end while using the awesome navmesh agent from unity. Is it achievable? I'm thinking of making a treadmill kind of logic with ...
2
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1answer
970 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 ...