Hey there,
In the image above I am wanting to have the area mapped perfectly to the depressed area in the middle (call it water). I can’t seem to find a way to get the recast mesh to create vertices and edges that respect the exact borders, transitioning into the new tagged area, similar to how it does when there’s a wall blocking (on the left).
Without this level of accuracy I cant use for my solution, and simply reducing the cell and tile size to that granularity seems like overkill as many spaces are wide open.
Unity’s built in recast (provided via the git extensions for navsurface) does this perfectly, however that solution still has a closed source nav agent
Is there a solution I am missing to this, or any plans to implement?
Below is example of Unity built in soution.
It looks like recastMeshObj almost solves this, but I would like to then use that cut to assign a tag, as the binary walkable/not walkable isn’t suitable for me. When paired with the GraphUpdateScene, it appears that only applies a tag with the granularity of the mesh, pre the additional cuts made by the
recastMeshObj.
Sorry I had two more images to show this but I can only put 2 in the post as a new user