OK Im making a nav mesh for a part of my game where NPCs will be, I dont expect them to stray from this area, so Im laboriously making a mesh to fit a road and some terrain that is either side, plus a petrol station forecourt.
I went this way rather than using the Nav Mesh segments cos of the Terrain... but its taking a while and is not too accurate. I have it loaded into Unith and am switching back and forth from Maya while I check if it fits.
Question 1: How acurate to the terain do I have to be? I assume the NPCs stil actually "walk" on the terrain collidor, not the NavMesh, so is.. "kinda roughing out the area and height" enough?
Question 2: What memory restraints is there on Nav Mesh, should it be super low poly.. and... just in case I DO need my NPCs to go wandering of all over he world, COULD I for example, export my terrain to a mesh and re-import that for use as a Nav Mesh? Or is that WAY too heavy--. My world is pretty huge 2 km by 2 km
Thanks
Mark
Comments
Have a watch of this part of the 2.5D tutorial, as it covers the use of pre-existing meshes to generate a NavMesh, rather than relying on Segments, for Unity Navigation pathfinding.
IN my game there are areas populated but NPCs but they dont need to wander outside of their areas, so am I wasting resources but baking the whole terrain as a NavMesh, or doesn't that have anything to say on performance at all.
Unfortunately, my game is running super slow as it is, and I must keep optimisation in focus all the time. (Although I must say, it might not be as bad as I experience, as I have a SUPER CRAP computer)