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Question by Vel_1828 · Apr 03, 2015 at 11:17 AM · collisionaicharactercontrollernavmesh

NavmeshAgent vs Character Controller = Absolute Unity Failure?

Well, I will start off with a statement: I searched all the internet a few times and found only partly informations.

The deal is: The collisions between player and NavMeshAgents, of course. More precisely- complete lack of them.

Now, I know, that you can add a NavMeshAgent on the Player as well, which wil make a great effect of best collision detection possible. Great. The only downside is - it prevents the Player from a. falling anywhere and b. jumping.

Now, imagine that I'm making a lightning-fast, Unreal Tournament-like shooter, where player's mobility is based on constant jumping, platforming, dodging and so on.

So from what I researched, I would need to screw the useless now Character Controller and write the Player movement script all from scratch OR try to create all the AI and Navmeshing, again, from scratch OR write a script which will disable NavAgent on jumping, with a side effect of not being able to fall, make the Player phase through enemies while jumping and make all the jump landings choppy,automatically "sticking" The Player to the nearest point on the NavMesh. Herp Derp.

Is there something obvious that I'm missing, or are the basic Unity functions not compatibile with making FPS-Player vs NPC games? And I doubt the second option so please, PLEASE, prove me wrong...

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avatar image Vel_1828 · Apr 03, 2015 at 05:45 PM 0
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6 hours. Still no one?

avatar image Vel_1828 · Apr 05, 2015 at 01:08 PM 0
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A whole day. I'm starting to loose my faith...

avatar image tanoshimi · Apr 05, 2015 at 02:17 PM 0
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You are missing something obvious: collisions are implemented by rigidbodies and collider components - nothing to do with controllers or navmeshes.

avatar image Vel_1828 · Apr 06, 2015 at 09:03 AM 0
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Yes, tha's true - that's why I'm asking, how to swiftly make NPC's not phasing through the Player and vice versa? It seems like Player/NPC collisions are quite a fundamental feature in "any" game ($$anonymous$$us $$anonymous$$or exeptions).

avatar image TripleSmeven · May 10, 2016 at 01:00 AM 0
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Hey, did you ever solve this problem? I have the same problem, when I sprint into a moving Nav$$anonymous$$eshAgent, I just move straight through it, even though both have colliders and rigidbodies (although they are both kinematic).

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Answer by orchard800 · Oct 18, 2015 at 08:04 PM

Just add a Rigidbody to your NPCs with a NavMeshAgent. Just make sure to set the height and radius.

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