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Currently the plugin uses only Rapier colliders for calculating the navigation. But it would be great to make this integration optional for games that does not use physics like mine. I would like to s…
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I am attempting to make a procedural generation script. The scripts works fine with normal navmesh, however, the pathing is bad so I decided to try this. When trying to use this I attempted to bake …
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Hi, I'm on the [PlayCanvas](https://github.com/playcanvas) team. Just wondering if you'd be willing to accept a PR to support PlayCanvas integration?
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### Describe the project you are working on
Working on infinite scrolling game and it need enemies chasing main hero.
### Describe the problem or limitation you are having in your project
For purpo…
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## Notifications
### Deep Links
Create a structure using the new NavigationStack navigation features that allows for deep linking of assorted packet types
Potential links:
* [x] New node to …
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Hi Zylann
So I've been working on this AI mechanic where an AI 3d character generates a path at regular intervals when following the player whenever the player's character is within detection range…
ghost updated
4 years ago
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**Describe the project you are working on:**
Some kind of Minecraft clone
**Describe the problem or limitation you are having in your project:**
Limited functional of gridmap tiles
**Descr…
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I'm thinking about tacking this for some work on navigation meshes.
I was wondering, should we allow the user to choose an arbitrary triangulation and pass that to the decomposition algorithm?
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### when i run "roslaunch pluto_navigation botanical_garden_osnabrueck.launch", there was an error as follows. Has anyone encountered this problem when running this package? How to solve this problem…
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* [ ] Identify different types of creeps (e.g., melee, ranged, tank) and their roles in gameplay.
* [ ] Determine unique characteristics and behaviors for each creep type.
* [ ] Implement basic move…