Update Navmesh Cut cause stack overflow
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13
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113
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March 11, 2024
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How to deal with the new tiles type (unsafe span)? Removing nodes marked as unwalkable
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5
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116
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March 9, 2024
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Remove NavmeshPrefab OnDestroy
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2
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102
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March 8, 2024
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Replicating 'moving' nodeLink in Beta
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1
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53
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March 7, 2024
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Help understanding recast updates when placing prefabs at runtime
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3
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72
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March 7, 2024
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Current state and plans for ECS integration?
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22
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448
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March 6, 2024
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Make agent evade certain area (AoE)
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1
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61
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March 4, 2024
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Local avoidance in Follower Entity not work yet?
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2
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50
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March 1, 2024
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Navmesh Generation Performance?
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2
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72
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March 1, 2024
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EndLayoutGroup: BeginLayoutGroup must be called first
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7
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3948
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February 27, 2024
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Infinite modifiable world, multiplayer, multiple graphs
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2
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102
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February 25, 2024
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Stuttery In slopes or stairs
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1
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56
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February 22, 2024
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RichAI with joystick
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1
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67
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February 22, 2024
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Threading and Handling PathRequests in ECS Jobs
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4
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81
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February 22, 2024
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Can I save, load, stitch recast mesh each for large openworld game?
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3
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67
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February 20, 2024
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Mark layer as just cutout
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3
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160
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February 15, 2024
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Not working cached graphs when switching project from Android to iOS
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1
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75
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February 12, 2024
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Path Variations
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0
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64
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February 6, 2024
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Doubt About RecastMeshObj and scene unloading
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2
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91
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February 3, 2024
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Falling through navmesh
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1
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58
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January 31, 2024
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Navmesh Links per Agent
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4
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55
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January 24, 2024
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Pairing nav links to chosen graphs
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3
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217
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January 24, 2024
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Demonstration of Procedural Terrain modifying runtime Recast Graph Tiles
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5
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182
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January 21, 2024
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Getting A.I. to target closest Player
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3
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156
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January 16, 2024
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Recast graph wont create pathing through Unity terrain hole
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7
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75
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January 10, 2024
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ProceduralGraphMover
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6
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92
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January 10, 2024
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Bug with serialization & caching
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5
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70
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January 4, 2024
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Pathfinding suddenly breaks down at a random moment
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9
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140
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January 4, 2024
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An issue with navmesh saving and loading
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4
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95
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December 20, 2023
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Potential bug in RichPath.Initialize()
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1
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68
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December 20, 2023
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