- Home /
How to change a baked agent's size dynamically to consider children as a part of the NavMeshAgent
Currently, in my game, I have an enemy called "DefaultCoreCube". The DefaultCoreCube spawns in other Cubes such as the "GunCube" as its children
The problem with this is that the "DefaultCoreCube's" NavMeshAgent does not consider the "GunCube" to be part of the NevMeshAgent, causing the "GunCube" to go through a NavMeshObstical with Carve Enabled.
Is there any way I could make the "DefaultCoreCube's" NavMeshAgent to include its children? Or would there be a way to change the NevMeshAgent body to act more like a MeshColliders, as in the NevMeshAgent changes from a cylinder to a different shape (Like a tree for example)?
Thank you for your time!
Your answer
Follow this Question
Related Questions
Making an object a child on collision 1 Answer
Player Walking on Enemies 1 Answer
Simple Collision with children of other GameObject doesnt work 1 Answer
Random Position on Nav Mesh 1 Answer
Navmesh Agent Not placed on mesh? 3 Answers