Closed switchCTRL closed 2 months ago
You have navmesh modifier + tilemap modifier, but you need only one of them
Thanks for the response and sorry for my late answer.
The NavMeshModifierTilemap
has NavMeshModifier
as requirement.
If I use only the NavMeshModifier
in combination with PhysicsColliders
I get the result from the first screenshot. I assume one cannot have both, using physics shapes and define specific tiles as walkable, fast walkable, water etc.?
What I want to achieve is that the layers of my tile map are walkable on their own. If I connect them with stairs or something similar one can travel from on layer to another. Like in this picture:
where
I'm very sorry, I check that from a code, and didn't notice modifier is used by builder. So yes, Navigation Modifier is required with Modifier Tilemap. Here is sample: https://github.com/h8man/RedHotSweetPepper/tree/master/Assets/Scenes/SampleSceneTilemapModifier
Try this scene to get a feel on how to works, as documentation is not updated right now
As for layers, Navigation doesn't support layers in traditional sense, cause everything is projected into 1 navigation mesh.
Hi! I've been trying to get NavMeshPlus to work with Tilemaps for some time now. Unfortunately, I'm encountering some difficulties. The mesh never looks as expected. I'm probably configuring something wrong.
My current setup is as follows: Let´s say I have a
Grid
with 2 rectangularTilemaps
:My Tiles are custom rule tiles each with a custom physics body. I tried to set the
Use Geometry
to Colliders. Then I get this Mesh:If I set it to
Render Meshes
(which I think is not what I need because some tiles are "half" tiles) it looks like this:In both cases the agents can run through the cliff of Level 1 which should not be possible. Is there a way to get multiple tile map layers to work?