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Question by Doodums · Mar 19, 2015 at 10:00 AM · collidersnavmeshagent

NavMeshAgent with Collision - Need Help

Hi,

Since I cannot find a solution for multiple agent sizes operating on a single NavMesh, For the bigger units, I am trying to add colliders on them to prevent them from passing through certain areas they shouldn't be able to fit through.

So to clarify, I want the path finding to still resolve, but unit to be restricted by a collider.

I have tried to get this working by adding a box collider, while attaching a rigidBody with Gravity turned off, but this just completely bugs out the path finding. It also sends your character flying if you try place a building with a collider underneath him. Setting the Is Kinematic flag on just makes the unit ignore all other colliders as well.

I realize this solution isn't optimal, but I would like to get the above method working. Am I approaching it in the correct way?

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Answer by UNZoOM · Mar 19, 2015 at 10:52 PM

 Do you have Unity Pro Version ? 
 if Yes , 
 Then you can resort to http://docs.unity3d.com/Manual/class-OffMeshLink.html 

 If Not , 
 The workaround would be to sub divide your mesh and then generate individual NavMesh'.
  
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avatar image Doodums · Mar 20, 2015 at 12:40 PM 0
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Thanks for the comment UNZoO$$anonymous$$ :)

I have explored those solutions, but I always hit a brick wall when implementing that with Nav$$anonymous$$esh Obstacles. Even if I have different Nav$$anonymous$$eshes, the obstacles still cut the same sized block into both Nav$$anonymous$$eshes.

$$anonymous$$y map always starts off completely flat, but has multiple smaller players placing Nav$$anonymous$$esh Obstacles while fewer larger players chase them down, being hindered by the placed Nav$$anonymous$$esh Obstacles.

So I cannot bake anything prior to runtime into the Nav$$anonymous$$esh.

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