Questions tagged [navmesh]

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19 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 ...
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1answer
26 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 ...
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1answer
22 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() ...
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24 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 ...
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2answers
61 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 ...
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0answers
40 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 ...
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0answers
49 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 ...
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0answers
27 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
21 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 ...
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0answers
64 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 ...
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1answer
64 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 ...
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0answers
52 views

Why doesn't my navmesh agent stop when they are stoppingDistance away from their target?

I am testing my mesh navigation program on Unity, but I am not sure why the instance variable stoppingDistance of NavMeshAgent ...
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47 views

Unity: How to prevent animation from twitching when combined with Navmesh Agent

I am trying to make a third person shooter in Unity and trying to implement a zombie that follows the player and when close to player, attack animation is played. I am using the NavMesh Agent for that ...
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22 views

Capsule component lagging when using AIMoveTo

I`m currently working on RTS in space. All ships are with fixed Z value. When ship is created its placed on a plane (Floor) with collision set on blocking. Every ship is moved by selecting it and ...
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1answer
42 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.
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55 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 ...
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0answers
36 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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100 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 ...
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0answers
152 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 ...
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0answers
16 views

How to find edges along calculated path in a navigation mesh

I have a navigation mesh consisting of triangles. I'm using the center of each triangle as a node for a pathfinding algorithm (A*). I would like to do path straightening with Simple Stupid Funnel ...
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0answers
127 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 ...
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1answer
76 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 ...
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1answer
441 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 ...
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2answers
501 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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1answer
36 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 ...
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1answer
63 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, ...
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2answers
740 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 ...
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2answers
1k 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 ...
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1answer
186 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 ...
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1answer
677 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 ...
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1answer
53 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*...
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0answers
170 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, ...
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647 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)...
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0answers
157 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 ...
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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 ...
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0answers
286 views

How can I set the remaining distance of the nav agent?

I have an issue with the nav agent in my game. That I am using the remaining distance to determine the next state of the AI. When the navagent is first given a destination it uses the previous ...
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1answer
167 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 ...
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1answer
324 views

(Unity) what happens if i get a transform.position of a nested object

Okay so here is the example You have a plane at position 0,0,0 with a scale 15,1,15 (for demonstration) Now you have a parent ...
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1answer
394 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). ...
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1answer
697 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 ...
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1answer
219 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 (...
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2answers
424 views

(unity3d) Raycast Tags: Object reference not set to an instance of an object not working!

Here is the code I have written for an AI: ...
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1answer
41 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 ...
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1answer
396 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 ...
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2answers
830 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 ...
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1answer
52 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 ! ...
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0answers
121 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 ...
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1answer
182 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: ...
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2answers
132 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 ...
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1answer
787 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 ...