Hey, hope you’re doing well! Just purchased this and excited to try it out
So I generate at runtime a world from 20-30 prefabs. These prefab rooms are instantiated into the scene and connected with doors between them that can open / close as the player and other ai navigate
An example of a prefab:
My question is is it possible to create a recast navmesh for each prefab, save it, load it at runtime, and move it to be the same as the prefab’s location (aka moving the center of the navmesh bounds += the room’s position)? I’d like to avoid generating the graph at runtime if at all possible
Alternatively, I noticed you mentioning in another post generating a recast graph covering the entire world after instantiation in another post - I’m not sure that would work in our use case as we utilize dynamic room streaming to only stream in a few prefabs at a time
Ideally, we’d be able to stream in all the generated graphs at runtime, place them correctly, and then be done without having to worry about baking anything
However, if that is done, my next question is how would we be able to connect these graphs? I read about DynamicGridObstacles which seems would work for doors opening / closing on an existing graph, but probably wouldn’t work to connect two graphs. When using Apex Path we used portals, does similar functionality exist here?
Would we need to use AddNode in script??
Thanks so much!