I recently download the free version of the project and really liking it. I’m considering purchasing a pro license. I have come across an issue which is similar to what others have posted but also slightly different. I have a large game world. I’m using just shy of the maximum Unity world size before getting into any float point issues.
I’m building an space RTS and have an interesting use case where there’s a lot of empty space between planets. There’s no terrain to speak of so i thought a grid graph would work best. Players and AI naturally build a lot of structures around planets but will also be able to build them in deep space as staging areas. I’m able to get a grid graph to stretch to the entire size of the world but the problem then the offset of that is that the nodes are really huge. From a navigation perspective it’s not an issue as my ships are moving to a Vector3 in space but in terms of object avoidance and dynamic obstacles on the grid I’m not sure how to proceed? For space stations that get built i can’t use dynamic grid obstacles because they wipe out a large portion of the navigational space.
Is there a way an object can avoid other objects that are either stationary or in motion using another method?