Hi – Curious if you have any advice about how we might be able to apply NavMeshCuts when we compute our graphs offline. For the most part we would like to use them for two purposes:
- Placing a specific region of the graph into a different area. The idea would be to apply the cut in dual mode, and then place the cut geometry into a separate area.
- Wholesale removing large regions from the graph. Similar to above, but we would place it in the Not Walkable area and not perform the cut in dual mode.
The former is essentially trying to do what Unity’s NavMeshModifierVolume does (https://docs.unity3d.com/Manual/class-NavMesh-ModifierVolume.html). The latter is similar, but putting the whole region in the NotWalkable area.
Using the RecastMeshObj component is possible, but doesn’t really do what we want: if we make a large invisible cube and make it Unwalkable, nodes are still generated in the interior of the cube. We would like to be able to modify all the nodes inside the cube (either changing the area, or removing it entirely).
I’m totally happy to just give it a shot, but it looks like some of the internal code in TileHandler uses work items, which in the past I’ve not been able to get to work when not in play mode… any guidance would be welcome.