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Question by PvtPuddles · Apr 25, 2020 at 02:07 AM · pathfindingproceduralnavigationchunks

Chunk Based Procedural Navmesh

Hello, I am following a tutorial to create a voxel-based cube game (read: Minecraft clone), where the chunks are set up as one mesh. At this point, I have the option to either create a collider mesh for entities to stand on, or use a handful of if statements checking the surrounding voxels.

The easy solution seems like it would be to use NavMesh Components to create a NavMesh as the chunk is instantiated (as a new game object). This would allow me to use Unity's pathfinding, instead of trying to create my own.

The tutorial goes the way of the voxel checks, but does not make it as far as entity pathfinding. As a result, I would have to create my own pathfinding method (probably A*), but I am completely out of my depth as far as getting started.

If anyone has any input on either of these choices, please do let me know. The simpler the solution, the better, but I'll take anything.

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