- Home /
Baking Nav Mesh on RunTIme?
I've been making a game with a procedurally generated world and I want to add enemies that are controlled by NavMeshAgent but I cannot find a way to bake a nav mesh once generating is finished. I tried using NavMeshComponents but it prints out an error saying script cannot be added on an object since there is an error in or namespace is different than a name of script. Anyone know how I can make this work? Or even some other way of making AI in Unity 3D? Thanks!
Answer by SkandYxyz · Jan 07, 2021 at 01:27 PM
Hi,
you can use A* Pathfinding Project Pro to generate navmeshes in game mode.
I'm not pretty sure how to make it scan on runtime should I just made trigger that triggers Scan() Function in A* Path script?
It does work this way but now i have another problem I have couple of rooms that generate one below other (Im using DunGen asset) is it possible for script to make mesh on one gameobject and then go under it and create mesh on another?
Your answer
Follow this Question
Related Questions
A* Pathfinding or NavMesh 1 Answer
How can i make a nav Mesh in a procedural terrain? 0 Answers
How to use nav meshes in a procedural-esque world. 0 Answers
Having trouble getting NavMeshBuilder.CollectSources to work. 0 Answers
Procedural pathfinding 0 Answers