I need a jump-graph for jumping characters on a navmesh.
Unity navmesh has failed me, and i couldn’t find any implementation here neither.
So i think i’ll post as i go, and see how far i can get.
Also i might need to timeslice the recast graph generation, and update tiles one by one in editor frame update, cause it’s gettign annoying that i can’t work while navmesh is being regenerated.
So Funnel cannot process PointNodes for some reason, it throws exception “Unsupported node type or null node”.
Had to modify funnel to traverse point nodes.
You know what. I’m gonna remove this exception in PathProcessor.
Not sure why it’s needed. But without it i can trigger jump graph build any time i want in editor time. I’m not gonna rebuild it in playtime.
Sorry for the late response.
The proper way to do this is to call AstarPath.active.AddWorkItem(callback). I suppose outside game mode it doesn’t make a difference, but in play mode it ensures that no pathfinding is running at the same time as your code that modifies the graphs.
What is a good way to calculate these jump links automatically? I have many square platforms that characters need to jump between. I’m guessing I need to use “Accessing graph data” information. The built in NavMesh computed these links automatically based of an Agent’s jump distance and height. I would like to compute these links automatically when the navigation graph is computed. It seems like the RecastGraph is the best one to use for this.