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Question by Salmjak · Feb 26, 2016 at 04:07 PM · navmeshprefab-instanceprocedural-terrain

NavMesh in a "diablo style" procedural generation, will it work?

Hi! I never used a NavMesh before (since I've never been much into non-procedural generation). In my latest project I will do my generation "diablo-style". That means I will use pre-made quadrants (say a terrain of 64x64 or 128x128 with some objects on them, make it all one big prefab) and rotate them and piece them together in a "random" (not entirely random) fashion just as in the Diablo games.

Will it be possible to use NavMesh in such a system? Is it possible to include a navmesh in a prefab? Will it work with rotation and changes in position? This would cause multiple navmeshes in the same scene, does that work?

Just to make things clear: I will not make NavMesh dynamically or in run-time. I will only instantiate (or move an existing) prefab that should contain a pre-made navmesh for that piece of terrain.

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