- A* version: 5.4.6
- Unity version: 6000.3.11f1
I have maps as prefabs for a number of reasons, and am wanting to use graphs that are baked in editor and saved/loaded to file.
My original plan was while in a prefab stage to create an GameObject with HideFlags and a AstarPath component, and set its parent to the root GameObject of the stage. Then scan and save. However it seems to ignore RecastNavmeshModifier components, or maybe just some colliders/GameObjects in general? And if another AstarPath component has been created it will throw exceptions half the time, even when I setting the active instance.
Part of the reason for doing this is for runtime performance, but also for the level designer to more quick see navmesh errors and fix them.
I also realized that some prefabs are not spawned at 0, 0, 0 so would need a way to move the graphs. Best I thought of was to iterate on all of the nodes and apply an offset to them, but idk if that is even possible (haven’t looked in to this part yet).
Anyway, I know this is not really an intentional workflow, but was wondering if there was any suggestions for how to possibly approach some of this. Or is this somewhat futile? Thanks!