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Question by IgnitedGames · May 07, 2020 at 12:06 AM · navmeshpathfindingnavigation

How to go about pathfinding for fast roll-a-ball racing game

Hi, I've been using Unity developing this game for about a year now and have been procrastinating about doing this cos I don't know how to go about it. I have a 3D game where you roll a very high-speed ball around a racetrack to win, and you are basically always bunny hoping as holding a direction when landing gives you a speed boost. The way the checkpoints work is that there are a fair bit of large square triggers that are checkpoints and it is how the game makes sure you're actually doing the laps.

I would prefer a method that is semi-automated if it isn't too hard, because similar to the way I implemented the checkpoint system I want to make it in such a way that creating the pathfinding for a new course is simple and easy using the existing code already written. What would be the most optimised way of doing this? I'm also not quite sure how to implement the game's movement into Unity's NavMesh system, or any pathfinding in general either. Never done any pathfinding work before so any help is greatly appreciated!

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