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Navmesh Obstacle+Dynamic Pathfinding
here is a screenshot of my issue:
The screenshot says it all but basically how would i do a check for the last tower being placed down by the mouse and make sure the path does not get completely cut in half?
A better visual representation to what i want is:
1 1 1 0 0
0 1 1 0 1
0 1 1 0 1
0 0 1 0 1
1 0 0 0 1
a 2d matrix...never went down this path in unity and don't really know how to do it.
Answer by GalGof · Mar 09, 2015 at 09:35 PM
u can check for path separately of navmesh http://i.stack.imgur.com/KuxDu.gif
and seems there is no need for navmeshm as your field already divided to cells and u can easely find path without navmesh
ya but navmesh is by far the easiest solution when it comes to path-finding. but from what you are saying it just flat out isn't possible. no navmesh means no navmeshagent or navmeshobstacle. basically i would have to create my own AI, obstacles, & pathfinding at that point...where as previously it was 0 code to do this...:(
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