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I see that polyanya supports stitching layers and layer traversal cost. Is this possible in vleue navigator? I didn't see an example for it yet
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For 2D pathfinding, the current `Path` type works fine, but if you want to do 3D pathfinding (with multiple overlapping floors etc.), the current interface is insufficient. In particular, I'm imaginin…
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It's not uncommon to have units of different sizes, and you might have areas of the navmesh that are accessible to smaller units but not larger units.
Ideally there'd be some way to pass in the uni…
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* Bridge
Multilayer navmesh is really useful.
* Teleporter
Unity3d 'NavMeshLink' alternative.
afpro updated
3 months ago
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I'm getting a panic from `vleue_navigator`. I found the line in my code that triggered it:
```
// System to grow the trees
pub fn update_trees(
time: Res,
mut query: Query,
) {
fo…
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I am currently using this crate for navmesh generation in a 2d top-down gam where I want to create a navmesh for every room, and associate some data with it.
After some debugging, I found out that …
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It seems like obstacles are mostly "solid" in the examples. Is it possible to have an obstacle with a hole, where navigation can be done inside the hole or outside the obstacle but not across?
Doe…
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I recently tried switching from oxidized_navigation to vleue_navigator. However, I noticed that the navmesh doesn't update, and #54 didn't fix the issue. So, I switched back to oxidized_navigation in …
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I'm using the avian3d navmesh generation, and the path is generated from the center of the collider, and they end up crashing to obstacles side. Is there a way to take the size of the collider?
Sor…
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I'm was getting errornous behaviour if error if obstacles overlap all of the initial outer boundary of the Polyana::Triangulation.
This resulted in an empty navmesh, because the merge_obstacle functi…