Open 66OJ66 opened 1 month ago
In my game, I have multiple overlapping navmeshes being used simultaneously (each with their own set of obstacles), so I don't think I can use the NavmeshUpdaterPlugin approach.
It should still be possible to use NavmeshUpdaterPlugin
in that case, at least I planned it so but I just realised there's a hole in the API. The plugin takes an optional second type parameter that can control which obstacle to use and which to ignore, but it still update all the navmeshes. I'll look into adding something to also limit which navmeshes are updated.
If there is a way to convert an existing NavMesh to edges
Not yet, but it's "easy" to add. Do you want the edges so you can call from_edge_and_obstacles
? Or would returning a Triangulation
be ok for you?
Or would returning a Triangulation be ok for you?
Ah okay, I think this would be more ergonomic because Triangulation
has the methods for caching obstacles (and all my obstacles are currently static).
In terms of generating the most performant NavMeshes with obstacles, would you say this sequence of operations is correct?
NavMesh
(generated from gLTF etc)Triangulation
NavMesh
The plugin takes an optional second type parameter that can control which obstacle to use and which to ignore, but it still update all the navmeshes. I'll look into adding something to also limit which navmeshes are updated.
That makes sense - as I'm just using static obstacles I think the approach above would be easier for me, but being able to have dynamic obstacles per navmesh might be beneficial for others :)
Hi, is it currently possible to take an existing
NavMesh
and add obstacles to it?In my game, I have multiple overlapping navmeshes being used simultaneously (each with their own set of obstacles), so I don't think I can use the
NavmeshUpdaterPlugin
approach. (e.g. an obstacle at x: 5.0 and y: 10.5 might only be valid for 1 navmesh but not the others).If there is a way to convert an existing
NavMesh
to edges, then I could just use this method