Hi,
I’ve been trying to use A* Pathfinding Project in a somewhat different scenario to the norm.
I’m working on a game where gravity is not always downwards. For example, a character could run around a planet, small sphere or around the inside of a tube.
This causes some difficulties with Navmeshes and with the local avoidance.
For now, my current solution is to generate my own point graph and treat it like a grid graph. I’d love to use navmeshes for this but I noticed that you can’t rotate your meshes (I guess unless they’re already rotated in a 3D program) (my mistake, you can rotate meshes) and you can’t rotate the Recast graph generator to generate graphs sideways for example.
Is this simply an oversight or is it a limitation of the design? Would I face problems if I went so far as to start creating rotated graphs manually?
With Local Avoidance, I noticed that if I skip the “adjust y position” code, it seems to work fine as long as you have a RigidBody + Collider on it.
Are there any other problems I’ll face with this approach? I imagine I’ll need to rely on radius and not height. I also imagine I’ll have problems with colliders.
Can you suggest any other approaches I could be taking?