Navmesh for 2D, Divide by Zero


#1

I am trying to create a navmesh for a 2D game and I get a division by zero error because depth is 0 and my scene is flat…

How would i fix this?

Edit: I got it to somewhat work by changing the rotation to -90 and moving the number in size.y to size.z…
I am getting another problem where the mesh generated doesnt fill the whole box… just the half.

Edit1: Fixed it by setting the size of Y to 1…
Cant figure out how to get it to see the colliders though.


#2

Hi

Even if your scene is flat I recommend that you use a small positive size anyway as 2D colliders are still positioned in 3D.
Even if you positioned them at Z=0 they might or might not be included depending on floating point errors.


#3

I also have Polygon Collider 2D which isnt being detected by the raycast generator


#4

The recast graph has no support for 2D colliders at the moment. It supports regular MeshFilters and 3D colliders.
Maybe you want to use a grid graph instead?


#5

That sucks :confused:
I didn’t want to use grid graph because I didn’t like the zig-zag movement I would get when an object moves from point A to B

Thanks though.


#6

You can use e.g a Raycast Modifier, Funnel Modifier or the Simple Smooth modifier to get rid of that zig-zag movement.


See also https://arongranberg.com/astar/documentation/dev_4_1_5_3cb9f189/modifiers.php


#7

Thanks! thats just what I needed.