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Question by fishZombie · Apr 24, 2014 at 09:25 AM · ainavmeshpath-finding

What is the difference between NavMesh and PathFinding?

I’m new, so do not Flame me for this.

I understand PathFinding, and A-Star method for find a path from point A to B. NavMesh appears to be a form of collision detection. In other software you set an object Class to be collidable and then your objects can bounce off it, or get stopped by it.

In videos I see on line, it looks like NavMesh REPLACES the A-Star method, so we do not have to code path finding. Is this true?

Do we still need a Path Finding solution, and just treat NavMesh as a quick form of collision detection?

Say… I have 100 Balls in a scene, and a Magnet I can click on and off, and move. Do I just tell the balls to move to the magnet’s location, or do I need to PathFind?

If PathFinding is needed in Unity 4, please suggest some fast scripts, that can handle 100+ balls, finding their way through a maze.

Thanks.

-FZ

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avatar image Jellezilla · Apr 24, 2014 at 09:56 AM 0
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As I understand it, the Nav$$anonymous$$esh can be used to categorize what is 'walkable' and what is obstacles. So I would say yes, there is still very much need for pathfinding algorithms.

I found that Aron Granbergs pathfinding project is really nice. both in order to get a proper understanding, but also to get started quickly.

Good luck :)

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