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Question by brain56 · Mar 17, 2016 at 08:47 PM · transformnavmeshpathfindingpositioning

Is it possible to translate a NavMesh at runtime?

Using additive scene loading, I dynamically add and remove NavMeshes into the game at runtime. However, sometimes I want to re-position the newly added NavMeshes. Is it possible to do this? To move NavMeshes at runtime? Alternatively, is it possible to move an entire instantiated scene?

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avatar image Fredex8 · Mar 20, 2016 at 08:11 AM 0
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According to the Unity Roadmap 5.5 is scheduled to bring some big changes to the Navmesh including the ability to bake it at runtime. So it should be possible in a few months without using any alternate solutions or packages.

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Answer by brain56 · Mar 20, 2016 at 05:39 AM

As of Unity version 5.3.4, translating a NavMesh isn't possible, nor is it possible to translate an entire Scene object. Consider other solutions to pathfinding. A lot of plugins on the asset store exist, one that is particularly excellent is the A* Pathfinding Project.

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Answer by GalacticGlum · Mar 18, 2016 at 03:26 AM

Yes you can! Look at this link: http://forum.unity3d.com/threads/generating-a-navmesh-from-a-terrain-partial-code-available.38102/

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avatar image brain56 · Mar 18, 2016 at 01:09 PM 0
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Thanks! But that thread just explains how you can generate a mesh from any mesh surface but it doesn't go into how you can use the generated mesh as an actual Nav$$anonymous$$esh for pathfinding.

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