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0
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0answers
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 ...
0
votes
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 ...
1
vote
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 ...
0
votes
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
votes
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; ...
0
votes
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 ...