I’m looking at alternate solutions, pathfinding that can render at runtime and this library has been highly recommended.
But all our code is tied to Unity’s API so my question is how would I convert, is there a guideline somewhere ?
Sorry, there is no guideline for moving from Unity pathfinding to this library.
The APIs of these pathfinding libraries are very different, so I think the best way forward is to start from scratch and read the get started guide and maybe a few other pages in the docs.
That’s not an option obviously since McDROID is already finished - I’m merely evaluating options to make a level editor.
So let’s do this in order:
- Does the a* component offer control of the way the navmesh agent moves, like in Unity’s NavmeshAgent: max speed, acceleration, rotation speed and radius of avoidance in local avoidance ?
- Can I query if a path exists?
- How do I create gates: zones that prevent access to a navmesh region ?
That’s not an option obviously since McDROID is already finished - I’m merely evaluating options to make a level editor.
So let’s do this in order:
- Does the a* component offer control of the way the navmesh agent moves, like in Unity’s NavmeshAgent: max speed, acceleration, rotation speed and radius of avoidance in local avoidance ?
- Can I query if a path exists?
- How do I create gates: zones that prevent access to a navmesh region ?
- given a non uniform mesh, can I back, at runtime, a new navmesh or nav structures that would work in a similar way ?