- Home /
How to use nav meshes in a procedural-esque world.
I'm currently creating a large open world game where I would like to be able to destroy some parts of the world and then spawn them in again. The goal of this is to be able to walk around the world so to speak and to end up in the same area if you travel for far enough in the same direction you'll end up back where you started. To do this I have a system of chunks that spawn the next chunk if the player gets within a certain distance. Although all these chunks will be predetermined and there will be a finite amount of them, I don't know if I can have them loaded all at once for performance reasons. Is there any way I can edit a nav mesh dynamically so that enemys can cross over these chunks or would you recommend I try to load my entire world at once. I'm open to any path finding or navigation assets that you know of that would be helpful, or if you have any other suggestions regaurding the way I create the world. Thank you!
Not with Unity's navmesh system. Use the Astar Pathfinding Project by Aron Granberg for example, it allows you to assign meshes to a navmesh graph on the fly and rescan as needed.
Your answer
Follow this Question
Related Questions
Baking Nav Mesh on RunTIme? 1 Answer
Having trouble getting NavMeshBuilder.CollectSources to work. 0 Answers
Procedural pathfinding 0 Answers
Navmesh on Terrain cracked 0 Answers
How can i make a nav Mesh in a procedural terrain? 0 Answers