Recast Graph, multi tile terrain and floating point fix

Hi, how should I handle a floating point fix for large worlds (i.e. shifting everything when the player reaches a certain threshold) when using recast graph?

Hi

It is possible to shift a whole recast graph using https://arongranberg.com/astar/docs/navmeshbase.html#RelocateNodes2

Thanks for the reply. Would I need to stop agents and recalculate current paths?

I don’t think that should be necessary (assuming you also move the agents themselves).