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Question by abduct666 · Feb 17, 2018 at 07:06 PM · navmeshagent

Change navmesh area cost at runtime

Is it possible to change a navmrsh cost at runtime to change how the AI autopaths based on character stats.


For example in my sample scene there is two half's of land divided by a river. Joining the two half's is a bridge on the far side opposite of the character. If the character has high intelligence and high stamina I want to reduce the cost of the bridge and increase the cost of the water. If the character has high intelligence and high swimming I want to increase the bridge cost and lower the water. Likewise if the character has low stats I want them to cost about the same.


More or less I want to autopath based on character stats so that higher stats in specific builds rewards the player in some way by transversing the map differently/quicker.


Is this possible with the navmeshagent?


Thanks for the help.

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avatar image Cherno · Feb 17, 2018 at 11:17 PM 0
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It's possible with Astar Pathfinding Project by Aron Granberg.

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Answer by adriant · Feb 19, 2018 at 01:07 PM

Have you tried modifying the area costs specific to an Agent using NavMeshAgent.SetAreaCost(int areaIndex, float areaCost)?

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Answer by Harinezumi · Feb 19, 2018 at 09:14 AM

Apart from the Astar Pathfinding project mentioned by Cherno, you can also try Unity NavMeshComponents (manual: https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html).

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