Hi there! I’m currently using a custom navmesh with a custom AI path for my enemies (based on Navmesh on a spherical planet). I have enemies traversing a 3D environment, and everything is just about working. It’s looking very promising!
The one thing that I haven’t figured out is why my obstacles use the object’s bounding box (max limits in X/Y/Z), and not just its collision box. For example:
For the object on the wall, I want it to use the pink collision box, but it’s using the big white one instead. Some things to note:
- If I remove the rotation on the object, it works as expected. However, I need the custom rotations for these objects.
- My graph has plenty of nodes. That wall is a grid of about 20x30.
- The obstacle is literally just a stretched out primitive cube with the GraphUpdateScene script attached to it.
Will I need to make a custom script that just grabs the nodes inside its own box collider (the pink box), or is there a setting that I’m missing on the GraphUpdateScene script?