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Question by PvTGreg · Dec 18, 2014 at 06:00 PM · ainavmesh

pick random point on navmesh

hi ive looked at the other questions regarding this but havent found what i want i wish to pick a random point on the navmesh set that as my ai's destination and when he reaches it pick another random point has anyone found a way to do this? even if you only know how to check when ai has stoped or reached its destination id also like to know this

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avatar image MakinStuffLookGood · Dec 18, 2014 at 07:51 PM 0
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Both of your questions are already answered on here:

http://answers.unity3d.com/questions/324589/how-can-i-tell-when-a-navmesh-has-reached-its-dest.html

http://answers.unity3d.com/questions/475066/how-to-get-a-random-point-on-navmesh.html

Edit: corrected second link to another question ins$$anonymous$$d of this one!

avatar image PvTGreg · Dec 18, 2014 at 08:06 PM 0
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first one i knew about but dosent explain how to use it second one is my question :P

avatar image vintar · Dec 18, 2014 at 08:17 PM 0
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I would use this for random point : http://docs.unity3d.com/ScriptReference/Random-insideUnitCircle.html and this to check if that random point is on the nav mesh : http://docs.unity3d.com/ScriptReference/Nav$$anonymous$$esh.SamplePosition.html

avatar image Xtro · Dec 18, 2014 at 08:18 PM 0
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Broxxar, you gave url of this very question :)

avatar image MakinStuffLookGood · Dec 18, 2014 at 08:22 PM 1
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Whoops! Thanks Xtro, had this question and the one with the answer open in two tabs and grabbed the wrong URL to post haha.

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Answer by PvTGreg · Dec 20, 2014 at 09:16 PM

 if (DoWaypoints == true)
         {
             float dist = GetComponent<NavMeshAgent>().remainingDistance; 
             if (dist!=Mathf.Infinity && GetComponent<NavMeshAgent>().pathStatus== NavMeshPathStatus.PathComplete && GetComponent<NavMeshAgent>().remainingDistance==0)//Arrived.
             {
                 Wonder();
             }
         }



 void Wonder()
     {
         Vector3 randomDirection = Random.insideUnitSphere * walkRadius;
         randomDirection += transform.position;
         NavMeshHit hit;
         NavMesh.SamplePosition(randomDirection, out hit, walkRadius, 1);
         Vector3 finalPosition = hit.position;
         GetComponent<NavMeshAgent>().destination = finalPosition;
     }


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Answer by Puck · Feb 19, 2017 at 10:56 PM

For anyone coming here from Google, I encountered this same issue where I wanted to place my agents randomly on pathable terrain and I came up with the following solution for Unity 5.5.

 Vector3 GetRandomLocation()
     {
         NavMeshTriangulation navMeshData = NavMesh.CalculateTriangulation();
 
         // Pick the first indice of a random triangle in the nav mesh
         int t = Random.Range(0, navMeshData.indices.Length-3);
         
         // Select a random point on it
         Vector3 point = Vector3.Lerp(navMeshData.vertices[navMeshData.indices[t]], navMeshData.vertices[navMeshData.indices[t+1]], Random.value);
         Vector3.Lerp(point, navMeshData.vertices[navMeshData.indices[t+2]], Random.value);
 
         return point;
     }

The distribution isn't uniform, but it works well enough for my purpose.

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avatar image mdevil · Mar 18, 2017 at 01:59 PM 0
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Thank you very much! That's cool method!

avatar image clamum · Nov 28, 2019 at 04:01 AM 0
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Awesome, thanks a ton!

avatar image YektaOz · May 23, 2021 at 08:20 PM 0
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thanks so much !

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Answer by batteryyrettab · Jun 08, 2018 at 01:04 AM

A modification to Puck's answer to make it a little more uniform is

     Vector3 GetRandomLocation()
     {
         NavMeshTriangulation navMeshData = NavMesh.CalculateTriangulation();
 
         int maxIndices = navMeshData.indices.Length - 3;
         // Pick the first indice of a random triangle in the nav mesh
         int firstVertexSelected = Random.Range(0, maxIndices);
         int secondVertexSelected = Random.Range(0, maxIndices);
         //Spawn on Verticies
         Vector3 point = navMeshData.vertices[navMeshData.indices[firstVertexSelected]];
 
         Vector3 firstVertexPosition = navMeshData.vertices[navMeshData.indices[firstVertexSelected]];
         Vector3 secondVertexPosition = navMeshData.vertices[navMeshData.indices[secondVertexSelected]];
         //Eliminate points that share a similar X or Z position to stop spawining in square grid line formations
         if ((int)firstVertexPosition.x == (int)secondVertexPosition.x ||
             (int)firstVertexPosition.z == (int)secondVertexPosition.z
             )
         {
             point = GetRandomLocation(); //Re-Roll a position - I'm not happy with this recursion it could be better
         }
         else
         {
             // Select a random point on it
             point = Vector3.Lerp(
                                             firstVertexPosition,
                                             secondVertexPosition, //[t + 1]],
                                             Random.Range(0.05f, 0.95f) // Not using Random.value as clumps form around Verticies 
                                         );
         }
         //Vector3.Lerp(point, navMeshData.vertices[navMeshData.indices[t + 2]], Random.value); //Made Obsolete
 
         return point;
     }
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avatar image batteryyrettab · Jun 08, 2018 at 01:11 AM 0
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Example usage might look like this: (including a variant to only spawn on certain areas of the Nav$$anonymous$$esh. Use 8, 16, 32, etc. for each layer)

 //Declare these:
 private Nav$$anonymous$$eshHit navmeshHit;
 public bool spawnOnArea = false;
 
 //Usage:
 
 for (int i = 0; i < 50; i++)
         {
             if (!spawnOnArea)
             {           GameObject.CreatePrimitive(PrimitiveType.Sphere).transform.position = GetRandomLocation();
             }
             else
             {
                 Vector3 spotToSpawn = GetRandomLocation();
                 if (Nav$$anonymous$$esh.SamplePosition(spotToSpawn, out navmeshHit, 1, Nav$$anonymous$$esh.AllAreas))
                 {
                     if (navmeshHit.mask == 8)
                     {                      GameObject.CreatePrimitive(PrimitiveType.Sphere).transform.position = spotToSpawn;
                     }
                 }
             }
         }
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Answer by Mmmpies · Dec 19, 2014 at 02:32 PM

That second one searches for the closest point on a navmesh to the given location but it takes a float to say how far away from the random location to check so just set that high enough and it'll find a valid location on the navmesh nearest to your random location.

Not sure how much performance hit it is though.

link text

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