Im interested in acquiring this asset, however I just wanted to confirm that it can do what I can’t seem to achieve with Unity’s own navigation system.
Examples of what I’m shooting for:
https://youtu.be/ECetTlIXLSk?t=54 (Ranged)
https://youtu.be/95argVtj50U?t=66 (Melee)
I’m creating a very basic battle simulator for mobile, so I’ll have many units clashing heads and ideally surrounding eachother nicely from short or long ranges. When I tried to implement this via Unity Navmesh, I was getting a lot of units pushing eachother to get to their target. I Tried to solve this via changing the avoidance properties, which caused units to just clump behind higher priority units and not find a new path to the target (Not forming concaves if they are long range). I then tried using NavMeshObstacles, toggling NavAgents off and NavMeshObstacles on, but this failed too. Carving the mesh with the NavMeshObstacles came close to working but then having an unit try to target a carving unit messed up their pathfinding (Particularly in close range, long range was fine). Finally I tried solving this problem creating a NavMeshSurface for each of my types of agents and then substituting NavMeshObstacle with NavMeshModifierVolumes on agents then regenerating the mesh when a unit reached its target which was the closest to the behaviour that I wanted, however it was very bad for performance and jenky AF.
I was just wondering if I can achieve the behaviour I want as seen in the links provided and how difficult it would be to achieve with this Asset. I’m not in the best position to fork out $100 for an asset, so If I could achieve this with Unity’s NavMesh system that would be great but it’s not looking promising.
Thanks in advance!