Hi,
i recently got started with astar and i have what i think a pretty common case:
I have a scene with an island surrounded by water, and want some npcs to walk on land, while others can “walk” on the water, and later possibly some more that can traverse both areas.
The island is a hand made mesh (Ground Layer), while the water is a simple plane that covers the whole scene (Water Layer, made invisible in the screenshot).
What would be the go-to solution with a recast graph here?
Right now i’m using a single recast graph and am trying to assign all “water” nodes to the water layer, but i seem to be missing something here.
The picture shows the inspector of the water object after scanning.
The shark has a seeker with “Water” as valid tag set.
It seems to me that the water collider is correctly rasterized, but the nodes don’t have the correct tag, since the shark won’t move (my land creatures are working fine so far).
Is this even the correct approach?
Would i need 2 different graphs for this?
Will a GrapUpdateScene affect a recast graph at all?
Do i even need a RecastMeshObj here to create another area?