Hi there,
I have a question about a base budling system I have just finished and how to make it work cleanly with pathfinding. Currently I am using some navmesh cuts to stop AI running through walls however this does not work well for allowing AI to actually navigate a player base. For instance if a player builds some steps up to a platform this is not actually part of the recast graph and as such AI can’t walk up it. This makes it very easy to cheese enemies. What is the correct way to handle updating a recast graph when a player places base parts? The game is a large open world so I am pretty sure recast is the only/best graph to use for this situation.
Thanks!
- A* version: Latest
- Unity version: 2022