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Question by shadowpuppet · Jan 17, 2018 at 02:55 PM · navmeshagentruntimelayermask

NavMesh change from walkable to NOT walkable at runtime

I have a bridge that has a navmesh across it - on it's own layer called "bridge". Because it is a small bridge I know how to mask out big vehicles and allow only pedestrians to walk it AHEAD of time - before I hit "play". I want to blow up the bridge in the game so nobody can go acrosss so I would like to know how to either 1)move that segment of the navMesh on the "Bridge" layer to the NOT WALKABLE layer - or to change the characters NavMesh Walkable layer to exclude the bridge layer at runtime. I have researched this but I get lost in all the in depth binary explanations of how it works. Anybody have that translated to code? like:

 if(bridgeExploded == true)
 SomeCharatcer.agent.areaMask = NavMesh.AllAreas.exccept the stupid bridge;



In the years I have tried this forum I have had but ONE person ever answer. Can someone PLEASE make my day and be that second person - or even that same very helpful person from the first and only time please come to my rescue again

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