The navmesh tag has no usage guidance.
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11 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 ...
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0answers
17 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 ...
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0answers
27 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 ...
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1answer
84 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
28 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
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1answer
174 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
92 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
97 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
838 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
3answers
905 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
248 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;
...
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0answers
165 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
133 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
575 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
521 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 ...
13
votes
2answers
4k 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 ...