I have a basic understanding of Astar and have some working examples with my character controllers and simple AI. All works great.
What I’m not clear on is how to approach linking graphs between scenes that are loaded at runtime (world streaming).
Each scene is for example a 1k terrain with buildings, new AI characters etc.
If the player is inside 1k of terrain, then a ring of terrain is loaded around them but culled outside the camera view so there may be 6 tiles of 1k terrains loaded.
One scenario would be the player is on tile A, and some AI is near the edge of tile B and C where they detect the player and need to chase them onto tile A. Or follow the player onto tile D, E etc.
Based on what I’ve learned about Astar so far, should I be looking into procedurel graphs around the player and/or AI? Or having a graph on each loaded tile (which are all in their own scenes loaded additive) and use Link2 to stitch them together?
Or is there a better way to handle this? I didn’t see anything specifically about this type of large world/streamed scene scenario in the docs.
I’m primarily looking at Astar for this because I couldn’t find an effective way to handle this with unity navmesh and off links.
Thanks