Hey guys,
I have been struggling with the Unity’s navigation system for awhile, so I decided to get this package, but I have a couple of questions before I start working with it on my project.
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As the title tells my game is open world, so I have been wondering if I should use Recast Graph or Navmesh Graph. The terrain / navmesh does not update at runtime. The documentation suggests to go with Recast, but it says it’s more complex in a way.
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When an AI reaches it’s destination, how accurate it’s rotation is to the destination goal? I have some animals that need to chase the player and get right in front of it, then attack. While I was using the Unity’s navigation system, the AI’s rotation was offset and it didn’t stop right in front of the player.
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I saw the navmesh cutting works at runtime, but does it also work when baking the navmesh surface? I would like to exclude some areas for example from the navmesh but not at runtime (to save performance).
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When using the built in too to separate areas with the tags - ground, lava etc, does the polygon align with the terrain?
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Can I still use my navmesh agents and navmesh surface for my human NPCs while using this plugin for the animals? I plan to use it for all of them, but it will probably take some time and until then I want to have working human NPCs.
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Can I completely exclude areas from baking with Recast / Navmesh graph for example unused terrains?
It would be very helpful if someone can answer these questions, so I can avoid some common mistakes.