Navmesh on a spherical planet

:smiling_face_with_three_hearts:Thank you !

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Hello,aron,How Can I deal with jumping from low to high or from high to low like unityā€™s offmeshlink?I see similar curves in ā€œRecastexample2ā€, but can I automatically generate these curves like offmeshlink through this plug-in unit?

Automatic placement of nodelinks is currently not supported. =/

nav Hello,aron,Will this sphere world system be able to achieve this function in the future?

Hi

Iā€™m not sure what in that image has anything to do with spherical worlds.

The image that @rey4033 is showing is the default unity NavmeshComponents automatic nodelink placement. Where it automatically places nodelinks on the navmeshes.

Sure. But Iā€™m not sure how it related to spherical worlds.

In any case, automatic node link placement is not on the road map at the moment.

@rey4033 If you are looking for automatic navmeshlink placement on unityā€™s newer navmeshsurface there is a tool i helped work onā€¦ canā€™t say itā€™d work on spherical services at all but it would work great on your picture

https://forum.unity.com/threads/navmesh-links-generator-for-navmeshcomponents.515143/

Thank you for giving me this link.:grin:

alternatively if you are wondering if the a* spherical navmesh would generate a singular names on your example pic I suppose it could if:

  • It was one mesh (not several cubes and a plane)
  • doesnā€™t have hidden faces (such as the hidden sides of the cube touching each other)
  • the hard corners would be a problem for the AiPath. I think it would result in them simply falling off the edge, but possibly something you could easily overcome, or smooth the edges

Hey guys,

I know Iā€™m a little late to the party, but I had already been working on a port for the Automatic link generator targeted at A* PP. But also wanted to add some additional features like placing one directional links for locations where the Agents could jump down, but not up.

Itā€™s not completely bug free, so feel free to contact me if you need help.
You can find the code here: https://gist.github.com/WolfVanH/e2ecbb34d6f2648005e68bec075022ef
Currently works with NodeLink2, though itā€™s easy to change that in the code.
This code definitely can use some clean up. Iā€™ll update the gist if I get around doing so.

You just need to make 2 prefabs NavmeshLink prefabs, one being with one way enabled.
Place the script on any object in the scene. It should generate the Navmesh links when the graph is being scanned.

The original script was made by eDmitriy with improvements made by @Christougher.

-Wolf

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Itā€™s so powerful. Thank you!:grin:

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Very nice! Iā€™ll check this out when i get a chance. We should probably make a separate thread for this so people can find it. Awesome.

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Hey, guys, why do I get these errors when I use the 4.3.11 pro?:flushed:

@rey4033 Are you using Unity 2019.3? It looks like you are using an older version of Unity.

What is the best way to avoid obstacles (trees, big stones) which spawns in random places on spherical planet?

Do these objects spawn on start or randomly throughout the game?

If they spawn at start you could just wait to scan the graph till all the obstacles are spawned.

Yes, they spawns on start. I use A*pathfinder first day : o, where i can read or whatch some examples about scanning the graph? Graph = navmesh? if its trueā€¦ in spherical world we can use only precreated mesh for navmesh, how AI will understand that the Stone (wich is another mesh) is the obstacle?
Thanks

Iā€™d recommend checking out the Getting Started page. Graphs are what we call navigation ā€˜areasā€™. Navmesh is a polygonal mesh to represent a walk able surface.

If you want to simply call scan from your own script you can do something like:

public virtual void OnGameReady()
{
    AstarData.active.Scan();
}

Maybe i have incorectly described situation :slight_smile:


i have 1) Player
2) Obstacle to avoid
3) target to move
4) Spherical Navmesh
so obstacle (2) is not included to sourse mesh. But i need to avoid it