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Question by ahstein · Apr 02, 2021 at 08:53 PM · ainavmeshnavigation

NavMesh Obstacles carve to area other than non-walkable?

Is it possible to create objects that behave kind of like NavMeshObstacles, but when they carve the NavMesh the carved area is put into a different area than non-walkable?


I'm trying to create AI similar to They Are Billions, where the zombies are attempting to reach a central point. They seem to use a pathfinding algorithm that treats buildings they cannot walk through but can destroy (walls, etc.) as high cost terrain, rather than completely blocked. Then, when their path is blocked by it, they attack it until the path opens up.


I could do this by applying NavMesh modifiers to buildings and baking the NavMesh. But I'd like to be able to let the player place buildings during gameplay and have those affect navigation without needing to rebake the whole mesh.


Is it possible to accomplish this with Unity's built-in navigation system? Or would I need to build a custom pathfinding system?


Thanks!

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