Hello there lads!
I’m in the middle of making my turn-based RPG game, but Unity’s NavMesh is not enough. That’s why I’m here, still undecided if I should get this tool. As I can see in the documentation, there is something exactly what I need - blocking nodes. Sadly, the example is only for a grid graph, which isn’t helpful enough for me. What’s important is that there is no grid in the game, like in Baldur’s Gate 3.
A little about what I need it for:
- The player’s unit is standing still and might want to check the path to a selected point without moving anything yet, just to check what path the unit will take.
- After the player orders a move, the unit has to stick to the path without any repathing, stopping only when moving forward isn’t possible anymore.
So what I need:
- Calculate the path from A to B when the agent is still stationary.
- Calculate the path from A to B when the agent is ordered to move.
- Do not auto-repath.
- No local avoidance.
- Each agent is also an obstacle (or preferably a modifier volume) which is active only when stationary.
- While calculating the path for agent X, the path should avoid all other stationary agents’ obstacles (meaning that it has to ignore only its own obstacle).
Will these things be achievable by NavMesh/recast graph along with blocking nodes?
Thank you in advance!