- A* version: 5.4.4
- Unity version: 6000.2.5f1
Hello.
My game relies on the navmesh for several systems like generating patrol routes and finding cover for AI. These systems work under the assumption that the AI can actually get to any point on the navmesh.
When generating on my level, there are hundreds of disparate islands of nav scattered throughout every nook and cranny of the level. Even if I manually tagged all props as unwalkable, there would still be areas with wall crevices or otherwise totally unreachable points that would take hours to manually mark off with volumes.
I only need one interconnected island, and that’s the largest island in the level. How can I make it so there’s only one interconnected island of nav in the level? I bought this asset after spending days writing a BFS flood-fill algorithm to do this with Unity’s system, only to find that you couldn’t actually set the navmesh manually.
Help appreciated. Thanks
