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               Question by 
               soccer1mt · Aug 19, 2016 at 09:40 AM · 
                instantiatenavmeshnavmeshagentpathing  
              
 
              Instantiated objects at beginning of runtime are messing with the pathing for my NavMesh.
Is there any way to have the prebaked nav mesh account for objects instantiated when the game starts. If not how do I deal with? The objects are destructible but until they are destroyed the pathing for my character is really wonky.
               Comment
              
 
               
              Get a pathfinding solution that supports runtime graph changes, like Aron Granberg's Astar Pathfinding Project (via GraphUpdateObjects).
Thanks for your response. I actually went with a simpler solution that worked well. Just added a navmeshobstacle component and selected the carve option. Worked like a charm.
Your answer
 
 
              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                