I’m currently working on a game that takes place in space, and thus, it also features non-standard gravity. In addition to that, the environments (ship interiors) are large and spaced out. Initially, I purchased the pro version to make use of Recast, but this was ineffective. I ran into some problems with walking on anything other than the floor, and the point graph was even worse.
The solution that I settled on was to sew hand-made navmeshes together to create the final mesh. At run-time, the meshes are placed appropriately in the world and then passed into the graph, and the actual pathfinding elements work wonderfully in the environment. I did have to write my own agent however, taking the gravity direction of the game into consideration when choosing the pathfinding source.
Unfortunately I had a small oversight, in that dynamic objects aren’t supported with the standard nav mesh. I’ve found some stuff about the tile helper and using Recast with the navmesh, but it’s not really all that well documented, and I had issues with Recast before due to the non-standard gravity. Is there a way to do what I’m trying to do without writing my own dynamic object avoidance system?