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Question by Doodums · Mar 17, 2015 at 12:52 PM · navmeshnavmeshagentsizepathfinding

NavMeshAgent Different Sizes Help

I am trying to setup 2 different sized NavMeshAgents.

I am setting up grid based building, and I need NavMeshAgent A to be able to fit through a gap of 1 on the grid, while NavMeshAgent B should only be able to fit through a gap of 2.

The level is completely flat, and NavMeshAgent A places buildings that are NavMeshObsticles.

Now, I have read up on this and apparently the only way to achieve this is to setup 2 NavMeshes. 1 with the small details baked into it, and one with the big details, using NavMeshLayers to differentiate them. The problem is, I cannot get 2 NavMeshes working in the same scene. Either they both dynamically set the width to BIG, or SMALL, not both. It seems to only be able to have a single baked setting, which overrides all the others.

So here are my questions:

  1. Is what I am trying to do possible with Unity currently?

  2. Am I approaching it in the right way?

  3. Is setting up 2 different scenes that sync over a network the only way?

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avatar image SaraCecilia · Mar 17, 2015 at 12:51 PM 0
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Hi, I'm wondering if these workarounds can help you out: http://forum.unity3d.com/threads/problem-with-unity-navmesh-and-multiple-agent-sizes-with-a-workaround-solution.178628/ , http://answers.unity3d.com/questions/256779/unity-navmesh-but-not-navmeshagent-to-solve-differ.html

avatar image Doodums · Mar 17, 2015 at 04:35 PM 0
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Hey SaraCecilia, thank you for the response :). I have checked those out prior to posting and, to my limited knowledge, they only appear to work if you have a pre-set map that you can bake the 2 meshes prior. $$anonymous$$y requirement is this is done dynamically as the players place buildings while the game is running. I might be incorrect as I wasn't able to get what those links suggested working as well.

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