A few questions about Recast Graphs

Hi there, I’m working with a recast graph and I have a few questions:

  1. Is there a way to set up zone penalties so that the agents prioritize certain routes? This was doable in Grid Graphs I think but I can’t find a way to do it with a Recast Graph.

  2. Is there a way to make an object completely block the graph? Here is what I’m currently ending up with:

I want the transparent cube to mark a completely unwalkable area, instead it’s only marking its mesh as a boundary and then there is a walkable area inside, and on top, which I do not want.

I hope there is a way around this, I really like the Recast Graph and I’d hate to have to go back using a different kind.


You can do it with e.g. GraphUpdateScene components and similar, but penalties are not as accurate on navmesh graphs. If you want to prioritize certain routes a grid graph might be better.

If you use the beta version, colliders are solid by default. So if you use the ‘rasterize colliders’ option in the recast graph then the walkable area inside it will be gone.

1 Like