Forum rules - please read before posting.

Overlapping parts of navmesh hole blocking player

As I understand it, holes that overlap the navmesh boundary will be added onto the NavMesh. But what I'm seeing is that while it does expand the navmesh, the overlapping parts actually blocks the player (causing him to walk around them).

Here's a shot of my navmesh and hole (white is navmesh, green is hole):
https://1drv.ms/u/s!Amz_vh8OYDX3vL88i54a1h7WYGY8ww?e=Ibvafd

All pathfinding settings and navmesh values are set as the repro I posted on this thread:
https://adventurecreator.org/forum/discussion/10593/clicks-too-far-outside-the-navmesh-are-ignored#latest

Thanks!

Comments

  • AC merges holes with NavMeshes using Unity's SetPath function.

    To get best results, you'll need to make the shared vertices of both meshes overlap perfectly. Instead of creating a new hole from scratch, copy/paste the NavMesh's PolygonCollider2D component, add the new outer vertices, and remove the others (so that it's like a jigsaw piece).

  • I see, I thought the overlap wouldn't interfere with pathfinding. If it does then perhaps the better solution is to duplicate the whole navmesh, modify it slightly and toggle between those rather than using "extension holes" as I tried here.
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Welcome to the official forum for Adventure Creator.