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Question by LukaKotar · Dec 26, 2013 at 01:48 AM · ainavmeshnavmeshagent

Checking if a non-walkable layer is blocking the path? (NavMeshAgent)

Hi.

I would like to check if a NavMeshAgent's path is being blocked by an object that is not walkable for that particular NavMeshAgent.

There are a few ways this could be possible, but I don't want to do unless I really have to:

  • Putting a trigger collider to each of the obstacles, tag them, and have an OnTrigger function running on the AI at all times

  • Shooting a ray from each obstacle and check if it hit the AI

  • Checking the distance between the obstacle and the AI at all times

If the Unity's navigation system already has a way of checking that, please let me know. Otherwise I'd love to hear your ideas/solutions.

Thanks in advance!

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avatar image Statement · Dec 26, 2013 at 02:40 AM 0
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You mean dynamic obstacles, like falling debris and such that are not known at bake/build time?

avatar image LukaKotar · Dec 26, 2013 at 06:06 AM 0
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No, I mean the layered objects, that are baked into the Nav$$anonymous$$esh.

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