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How to use custom modeled mesh as NavMesh and use with built in pathfinding?
I'd like to just make my own mesh that is made exactly how I want, no baking objects in the scene. Using whatever modeling software to make it.
Ins$$anonymous$$d of generating a navmesh in unity, baking obstacles to change the mesh, which cuts holes around objects.... I ins$$anonymous$$d would want to just import the mesh, already formed how it needs to be, wrapping around obstacles and whatnot, but this way, I don't have to rely on unity baking it out, and can have much more control over it. So to recap, I want to be using a regular mesh, imported from modeling software, as the navigation mesh.
Answer by Mill0698 · Jul 22, 2013 at 05:33 AM
How ever someone correct me if I am wrong but navmeshing is just a*... and the mesh you see is just a visual representation of the potential nodes the a* is going to check. if you don't like how unity navmeshing doesn't allow baking at runtime, i suggest recreating your own A*... if you can't seem to get the shapes you are looking for, try creating invisible objects to get the shapes u need. if your problem. Navmeshing is very handy. Give it a little more time and credit
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