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Question by jimjames · Jan 19, 2015 at 09:41 PM · nav mesh

NavMesh Obstacle Problem

Dear: Reader

I am having troubles with the navmesh obstacle component attached to my turret, In my TD game. When I put a tower on the road to block the enemy so it can find a new path, it stops all my enemies from moving, but the enemies that get spawned afterwards find new paths and continue as desired. Is there a way to recalculate the navmesh agent on the enemies? like how A* Pathfinding asset has a "AstarPath.active.Scan ();" action? Or a different solution to my problem would be awsome!

James

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Answer by jimjames · Jan 20, 2015 at 02:01 PM

What I was looking for was something like this:

 public Transform target;
 private NavMeshAgent agent;
 
 void Start()
 {
      private NavMeshAgent agent;
 }
 
 void Update()
 {
      agent.destination = target.position; //moves agent"object" on the NavMesh towards the "target"

      if(agent.isPathStale == true) //checks if the agents path got staled "a built in bool on the agent i believe"
      {
           agent.ResetPath(); //this is what i was looking for!!!
 
      }
 }

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Answer by AngryBurritoCoder · Jan 19, 2015 at 11:23 PM

You cannot remake the nav mesh map at runtime, UNLESS you have Unity Pro

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avatar image jimjames · Jan 20, 2015 at 12:17 AM 0
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i have access to unity pro.

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