Closed GoogleCodeExporter closed 8 years ago
You can only link off-mesh connections to a neighbour tile. Your longer
connection spans too far.
Original comment by mi...@tinkercad.com
on 26 Mar 2013 at 4:11
Is there any way to make connectoins across multiple tiles avaliable? (in
source code or in ofdmeshconnection settings)
Original comment by Oleg.Jak...@gmail.com
on 27 Mar 2013 at 8:42
Original comment by memono...@gmail.com
on 16 Sep 2013 at 7:22
Could I ask what the technical reason for not being able to support jumping
over a tile is?
I'm currently in the process of moving from the simple tile to the tile cache
implementations and the reduction in supported tile is size is posing as a bit
of an issue.
Any possible suggestions on a work around?
Currently I can only think of not using the recast implementation of off-mesh
connections and using a separate way-point network. Each off-mesh connection is
a way-point with direct connections to other walk-able points and A* would
first be used on this network to plan the initial route. Recast would then be
used to simply navigate between walk-able points.
Cheers, Stace
Original comment by Stace.Hindle
on 9 Oct 2013 at 10:07
The logic to connect off-mehs links were growing complex, so I decided to keep
as simple as possible.
Off-mesh links are currently stored so that the link gets attached to the tile
where the start point of the link is. When a tile is added to navmesh, it is
easy to connect the off-mesh link to the destination tile where the link just
happens to land. The core problem is that when you add a tile(x,y), you will
need to know which other off-mesh links land to that tile. I chose to only
check the neighbour tiles in order to avoid extra book keeping.
In retrospect, I think this was not a very good solution, I probably should
have taken an approach where all off-mesh links are created from one pool, and
bit the bullet and add that extra book keeping.
If you'd like to see that happen, please add an issue at the github page:
https://github.com/memononen/recastnavigation
Original comment by mik...@unity3d.com
on 9 Oct 2013 at 12:12
Maybe related to this, but I would like to see changes that support the dynamic
addition and removal of links at runtime without rebuilding tiles. Seems like
part of that would be to move all the off mesh connections out to a single list
on the root nav mesh object which would presumably make them easier to go
through and check when addTile is called.
Would that be a reasonable change that could be integrated back into detour?
Original comment by jswig...@gmail.com
on 7 Jan 2015 at 10:47
Let's continue the discussion here:
https://github.com/memononen/recastnavigation/issues/72
Original comment by memono...@gmail.com
on 8 Jan 2015 at 6:48
Original issue reported on code.google.com by
Oleg.Jak...@gmail.com
on 26 Mar 2013 at 11:08Attachments: