Custom Graph Generator Problem

First of all, the documentation on writing your own generators seems to be outdated, as I’m following the little tutorial only to find… many errors. I’ve been trying to figure out how to fix them, but it’s all way over my head. :confused:
I was wondering if anyone could help out, or point me in the right direction of some example code I could follow?

The general gist of what I’m trying to do is… assign a custom made mesh to all relevant game objects that represents the boundaries around those objects, then have the generator pick up all the vertices of those meshes, and join the separate meshes up, filling in all the gaps between, and tada… navmesh. A very precise, but dynamic one.

…is that even possible? Would having all those extra meshes affect the performance?

Hi

Sorry for the late answer.

What you are trying to do is not exactly easy, it requires triangulation and lots of code.
I would suggest that you use a recast graph which simply scans a single quad (and thus generates a single quad as a navmesh) and then use navmesh cutting to cut holes in the navmesh where you want your obstacles to be. That will give you the same result, but without any custom code.