- Home /
Is it possible to translate a NavMesh at runtime?
Using additive scene loading, I dynamically add and remove NavMesh
es into the game at runtime. However, sometimes I want to re-position the newly added NavMesh
es. Is it possible to do this? To move NavMesh
es at runtime? Alternatively, is it possible to move an entire instantiated scene?
According to the Unity Roadmap 5.5 is scheduled to bring some big changes to the Navmesh including the ability to bake it at runtime. So it should be possible in a few months without using any alternate solutions or packages.
Answer by brain56 · Mar 20, 2016 at 05:39 AM
As of Unity version 5.3.4, translating a NavMesh
isn't possible, nor is it possible to translate an entire Scene
object. Consider other solutions to pathfinding. A lot of plugins on the asset store exist, one that is particularly excellent is the A* Pathfinding Project.
Answer by GalacticGlum · Mar 18, 2016 at 03:26 AM
Yes you can! Look at this link: http://forum.unity3d.com/threads/generating-a-navmesh-from-a-terrain-partial-code-available.38102/
Thanks! But that thread just explains how you can generate a mesh from any mesh surface but it doesn't go into how you can use the generated mesh as an actual Nav$$anonymous$$esh for pathfinding.
Your answer
Follow this Question
Related Questions
NavMesh Baking Problems 0 Answers
How to save a destination on a variable from NavMesh clicking 1 Answer
How do you set up multiple navmesh agents to one target/destinations? 1 Answer
Horde of NavMeshAgents - stops to recalculate path. 4 Answers
How do I do AI pathfinding in a scene that changes drastically during play 0 Answers