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Dynamic NavMesh Creation at Runtime?
I googled the topic, but only found posts from before Unity 5, so I have to ask here. Can I procedurally generate an environment and then create a navmesh for it? Or if I can't: Is it possible to have small modular navmeshes that are bound to small modules of the environment and then simply place them randomly? Would they even be connected?...
Answer by Cherno · Aug 10, 2015 at 12:50 PM
You can'T do this with Unity's built-in navmesh system, but you can use, for example, Aron Granberg's Astar Pathfinding Project which lets you assign any mesh to a navmesh graph at runtime.
Thanks for the tip. Since it was on sale, I bought that package. Looks very impressive, especially for someone who has written their own (simple) pathfinding algorithms in the past :p
I converted my comment to an answer. Feel free to accept it as the solution to help other users having the same problem :)