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Nav Mesh Agent (pro only?)
Unity - NavMesh Agent (Pro Only)
This document states that the Nav Mesh Agent component is a pro-only feature! Is this true? I'm able to add and tinker with a nav mesh agent with my indie license. Is this a bug I should expect to be corrected, or is this documentation page mistaken? Can I publish a game making use of 3.5's navigation features without buying a Pro license?
Thank you for your response,
edit: Okay, so it seems this is true. Very bad news for me. Any suggestions for free-beer pathfinding in Unity Indie? I've found this one (AronGranberg) and this one (AngryAnt) any other well-rounded alternatives? Personal preferences? Comparative reviews? Thanks.
Can you bake a Nav$$anonymous$$esh?
Are you not using the trial version?
Have you talked to Unity Technologies about it?
@asafsitner, no, evidently I cannot bake a nav mesh, and am not using the Pro trial - I was getting all excited by the fact I could make edits to the agents in Nav feature demo package Unity released.
I really wish Unity had made it clear navigation would be a pro-feature prior to 3.5's beta - I would have started investigating free alternatives a long time ago.
I agree.
$$anonymous$$ay I suggest you look into E$$anonymous$$I One? It's very affordable (150EU for indies) and have solid Unity integration (not to mention a much more complete AI solution).
Aron's A* solution seems to be the common recommendation around here, although I personally don't like it enough.
Answer by rabbitfang · Feb 24, 2012 at 05:12 AM
So this question actually has an answer on it...
Kind of. Navigation is technically a pro-only feature. However, the only part of navigation that I found that actually needs Pro is the nav mesh generation (you can actually try out the NavMesh Unity project examples in Unity Free).
Can you import meshes to act as the Nav$$anonymous$$esh, thus removing the need for baking?
Anyone tried this out yet? Can you import a mesh for Nav$$anonymous$$esh?
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