I am trying to get the RecastGraph to bend to my will here but I’m stuck on one part. I have a world consisting of 1x1x1 blocks (Think Minecraft, but it isn’t, its an RTS).
The snag is when I am building new structures. I am able to reserve the space on the RecastGraph using NavMeshCuts when construction begins;
But once the construction is complete, I want to quickly regenerate the nodes around this structure. The update call to the graph is called the same frame that the NavMeshCut objects are removed, but it has a large enough delay to warrant discomfort. This construction is short for this gif, but it usually is like 10-15 seconds and doesn’t happen too much.
The update call I am using is
var bounds = Structure.GetBounds(); SteelKeep.AStarPath.UpdateGraphs(bounds);
I figure this is how it is supposed to work, but are there any tricks to make this happen faster in this region? I have the Pro version, and I am using Colliders for everything. I have a similar project using the LayeredGridGraph, but the 4 point movement feels more limiting and there are some geometry edge cases that are very difficult to deal with.
Thanks for your time,