DotRecast
DotRecast is C# Recast & Detour, a port of recastnavigation and recast4j to the C# language.
If you'd like to support the project, we'd appreciate starring(β) our repos on Github for more visibility.
π Features
- π€ Automatic - Recast can generate a navmesh from any level geometry you throw at it
- ποΈ Fast - swift turnaround times for level designers
- π§ Flexible - detailed customization options and modular design let you tailor functionality to your specific needs
- π« Dependency-Free - building Recast & Detour only requires a .NET compiler
- πͺ Industry Standard - Recast powers AI navigation features in Unity, Unreal, Godot, O3DE and countless AAA and indie games and engines
Recast Navigation is divided into multiple modules, each contained in its own folder:
β‘ Getting Started
β How it Works
Recast constructs a navmesh through a multi-step mesh rasterization process.
- First Recast rasterizes the input triangle meshes into voxels.
- Voxels in areas where agents would not be able to move are filtered and removed.
- The walkable areas described by the voxel grid are then divided into sets of polygonal regions.
- The navigation polygons are generated by re-triangulating the generated polygonal regions into a navmesh.
You can use Recast to build a single navmesh, or a tiled navmesh.
Single meshes are suitable for many simple, static cases and are easy to work with.
Tiled navmeshes are more complex to work with but better support larger, more dynamic environments. Tiled meshes enable advance Detour features like re-baking, heirarchical path-planning, and navmesh data-streaming.
π Documentation & Links
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DotRecast Links
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Official Links
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Ύ License
DotRecast is licensed under ZLib license, see LICENSE.txt for more information.
πΉ Demo Video