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Question by CommitteeWind · May 04, 2012 at 05:06 AM · navmeshdynamicbake

How to bake nav mesh dynamically

I have a random level generator that builds levels out of preset pieces. I'd like to use Unity's built in Nav Mesh. Can I dynamically bake the mesh at run time?

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Answer by WalterEspinar · Mar 04, 2017 at 02:20 PM

now its possible https://github.com/Unity-Technologies/NavMeshComponents

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avatar image jeromeWork · Mar 27, 2018 at 08:52 AM 0
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This should now be the accepted answer. official tutorial is here: https://unity3d.com/learn/tutorials/topics/navigation/setting-navmeshagent-destination But better and mnore succinct is Brackey's https://www.youtube.com/watch?v=FkLJ45Pt-mY

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Answer by asafsitner · May 04, 2012 at 07:11 AM

UPDATE 2018: NOW YES, IT CAN, YOU NEED TO DOWNLOAD SOME STUFF


No, Unity cannot create a NavMesh at runtime, or modify an existing one at runtime. A NavMesh needs to be baked in the editor.

You might want to look into grid-based or map-based (which can technically be considered grid-based) navigation and pathfinding algorithms such as the ever-popular (and not without reasons) A*.

EDIT: However, it is now possible (since Unity 4.3) to dynamically cut holes in the navmesh with the `NavMeshObstacle` component's `carving` property.

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avatar image CommitteeWind · May 04, 2012 at 02:36 PM 5
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That is really disappointing.

avatar image dchen05 · Feb 07, 2013 at 08:08 PM 2
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  • for disappointment

avatar image dchen05 · Feb 08, 2013 at 05:44 PM 0
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If someone comes here looking to load in a Nav$$anonymous$$esh from a prefab or scene. This thread will help you. http://forum.unity3d.com/threads/122545-Problem-with-Nav$$anonymous$$esh-and-Asynchronous-load

avatar image alexman · Jan 10, 2014 at 12:57 AM 0
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  • for disappointment, hope they will include that in future release

avatar image Cherno · Oct 24, 2015 at 11:51 PM 1
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I have used Aron Granberg's Astar Pathfinding Project extensively in the past. Great assets, the basic version is free and it allow for full runtime graph generation.

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Answer by impdesign · Feb 12, 2016 at 01:46 PM

Though you cannot bake the nav mesh dynamically, the objects you are probably trying to place in the scene after runtime can have a component called "Nav Mesh Obstacle" and make sure that you have "Cave Only Stationary" set to true. If you place in one of these objects in the scene after rune time, it will actually "carve" out part of the nav mesh so your character cannot move there.

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