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Question by UnityEngine · Dec 27, 2015 at 11:05 AM · navmeshnavmeshagentobstacleobstacle avoidance

Toggling NavMeshAgent and NavMeshObstacle

I am close to giving up on the built in Nav components of unity and just building my own. I am building an RTS game, and pathing is very very important.

The closest I have been able to get to my goal is by toggling the NavMeshAgent and NavMeshObstacle on and off. However, when the Obstacle is disabled, it does not update the navmesh fast enough, and the agent jumps from its location.

Is there something I can tap into to see when the navmesh has updated so I can wait to enable my agent

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avatar image Deyama · Mar 19, 2016 at 03:25 AM 0
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Currently facing the same problem. Could you eventually find a solution?

avatar image omerselman · Apr 10, 2017 at 01:00 PM 0
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Any solution for that??

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Answer by OptimusPwnius · Jun 22, 2018 at 05:31 AM

I solved this by toggling the agent and the obstacle in two different Updates().

So on the first Update() loop, the agent is disabled, the obstacle is enabled.

First lets disable the obstacle:

 obstacle.enabled = false

Then on the second Update() loop lets enable the agent:

 agent.enabled = true
 agent.destination = wherever...

I think giving it some time, at least one loop, will help to avoid the "jumping" behavior. Give it a try.

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