Is possible to use recast and grid graph for the same agent?

Hi,
I’m using the recast graph in a boat like movement (like the moving example) and trying to connect that with a grid graph that is in a randomly generated mesh, but I had some problems when dealing with this. First tried the AnimationLink script, but it reaches the end and go back to the beginning some times before getting stuck at the beginning, to avoid that I found that if I had a recast graph instead of the grid graph it works just fine, but it is really slow to calculate the generated mesh.
Then I tried using a smaller area for the recast graph and using a grid graph combined with it, but it does not seem possible to have these two graphs overlapping each other.
I also tried to just push then in editor to the grid graph, but then they just do not move, although they calculate the path perfectly.

So we get to my question: is there an way to connect the recast graph to a grid graph?

Could you show a picture of your graphs in the scene.

You’re using a recast graph on the moving element.
And want to use a grid graph on a stationary object,
so the agent can leave the boat and walk on land? (Land being grid graph )

I did a quick test with the Recast Example 2 scene. Replacing half the Recast graph with a Grid Graph
(There is an automatic Point graph created for the node links )
And this worked great without having to modify any settings.

This example scene uses Animation Link ( Extended version of NodeLink2 ).
You’d probably have to create your own LocalSpace AIPath ( look into LocalSpace Rich AI )
and either add a second normal AIPath to switch from local to world space where needed.

Thanks!
I will get into that :smile: