I currently generate (or rather Instantiate) all terrain at runtime - it’s fairly lo poly and it comes out in one layer. Just wondering if your solution would work for this? (I’d buy it in a heartbeat if it does!) Does it work in Unity 4? edit: some other info - I am fine with disabling path finding for distant enemies. The terrain, enemies, player get their own separate layers.
Sample level: (a tile is 30 unity units squared, and will have various other bits of geo in there)
Closer in:
mac/lin/win Builds of the game here!
Hi
Reading about the game on your website it seems it is grid based. If so, it would be easy to implement a grid graph for it. The level does seem quite large though, I don’t think you would be able to fit the above level in a single grid graph (ok, you would, but I would not recommend it because of memory issues). An option could be to have a grid graph around the player which moves with the player by rescanning it when the player get’s too close to the edge of it (might introduce a slight lag when that happens though, depending on the size of the graph).
The third option would be to generate a recast graph (automatic navmesh generation). It is very slow to generate (relative to grid graphs), so you would add 2-3 second to the load time for a level, but it is fast and accurate. However you cannot update it (without waiting another couple of seconds) so that depends on if your level is static or not (you can update some things on it, but not much, see docs).
It does work in U4. The 3.1.4 version did work with a few UI glitches, 3.2 released just now has those UI glitches fixed as well.