Hello! is it possible to setup different voxel density / tile size for different areas of the game level recast graph? The problem is that I have almost flat game level and I don’t really need dense recast graph grid here. But there are some places where more accurate grid required and I want to override recast scan settings for this places.
Hi there! So it looks like you have a few options to go about this:
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Navmeshes, which can be modeled yourself, or use a generated Recast graph.
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ProceduralGraphMover, which will allow you to generate a graph in only an area around the object.
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I don’t think this is a cut and dry solution, but it’s worth mentioning as it may still be of use to you, but also be sure to check out Navmesh Cuts and Navmesh Adds
Let us know if any of these are helpful to you.
If you need any more feedback, let us know what your specific needs are, as far as world size, enemies, how many different “heights” you’re gonna have in your project, etc. and we can give you more specific pointers.
It is, however, not possible to adjust the voxel density for different regions of a recast graph.
If you only generate your graph during edit time, then having a higher density is not really a problem, though.