Complex Navmesh Revisited

Referencing a previous topic, found here

No need to read it, summary is I had issues with complex navmeshes like this below

I took your advice of implementing a modified version of AI Path aligned to surface that added what you have below here.

void Update () {
    ai.position = AstarPath.active.GetNearest(ai.position).position;
}

It improved things but I find some navmesh still had issues here and there, and I have to be careful about angles on the structures.

With recent major updates to A*, just wondering if this recommendation still applies? Is there a better way to handle this scenario now?

Thanks for all your help!

Hi

I don’t think there’s anything significant that has changed that would be relevant for you, I’m afraid.