The documentation around nodelink3 and navmesh add is rather basic and I’m having some trouble using navmesh add in order to create a ramp on a recast graph. I’ve cut the navmesh and added an add where its been cut, lining up the two planes as much as possible, and adding another one at the top.
Using RichAI, it doesn’t seem to be able to get up to the second navmesh add and on higher timescales will fall through the adds and get stuck where the mesh has been cut, despite there being colliders with the ground layer there.
My game has a simple flat navmesh scanned in to begin with but as the user places buildings, I cut and add to the navmesh. I’ll need to have some form of staircases for when a player builds multi-storeys for the AI so if anyone knows an alternative solution that’d be great. Rescanning the surface after the building has been placed also has the same issues.
Another question I have is what exactly do the end transforms and one-way options mean? Perhaps I’m doing something wrong there.