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Question by bitHussar · May 27, 2018 at 06:42 PM · navmeshnavmeshagentnavigationradius

NavMesh agent ignores radius between areas

Hi,

I'm creating a game with procedurally generated levels, so I thought that the new navigation api would be a good thing to integrate. Works pretty good so far by the way. I would like to have traps on the level what patrolling enemies avoid, to avoid being damaged, however when chasing the player they should run into the traps. I started implemeting this by adding NavMeshModifierVolume component on the traps, to modify the area covered to "Hazard", and my plan is to modify the enemies' agents area filter depeding on wether they are chasing the player. However I noticed that the agent only stops when its center gets to the edge of the area completely ignoring the agents radius. Is it the desired behavior when working with area types? If so how could I overcome this problem? I thought about increasing the size of the NavMeshModifierVolume, but then it would not work for different sized agents. If I change the area type on the NavMeshModifierVolume to "Not Walkable", it kind of carves to the navmesh, wich is similar to what I would like to achieve with the custom area type. Should I change the traps area to Not Walkable and have different agent types for patrolling and chasing enemies? Is it possible to change the agent type runtime? Thanks!

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