Good evening. I am working on an RTS project with a small group. We are using Unity, and since I am the only dedicated programmer in the group I figured I would use Aron’s awesome product to make some of my job easier so I could focus on more complicated things (like AI programming). While the modellers and artists were all busy with making their initial assets, I created a simple representative level and was able to get pathfinding working quite well using a grid graph. When I was given the actual initial level for the game, it turned out to be about 10 times as big as my test level, and when I increased the size of the grid graph, the FPS dropped to rock bottom. Some quick research convinced me to switch to using a navmesh instead, and this immediately shot the FPS back up to where it was before (a wee bit higher, actually). Unfortunately, now the unit movement is a little, well, strange. Basically, my question is how should I go about altering my pathfinding code to best make use of the navmesh I am using now? Will I have to scrap everything I have and start over again? Pretty much everything I have found about pathfinding on the internet has dealt with using grid graphs.
Pathfinding is something I had not worked on prior to this project, which is why I was so glad to be able to take advantage of Aron’s work. I have just about decided to purchase the pro version; even if I don’t make use of much of the pro options, this product is so good that I just have to support it. Is this a problem that the pro version will be able to help me out with? Any suggestions would be greatly appreciated.