Hello,
Question: Is there a way to adapt the Recast Scan system to have it work with ECS colliders instead of GameObjects?
I am currently implementing pathfinding on a world. I’d like to use the FollowerEntity and Procedural Recast graph to do this.
I have created the agent entity, but I have an issue with the recast. I am currently using GPU Instancing and a DrawMesh variant to draw the world. So the meshes are being rendered, but there are no GameObjects to scan.
Maybe I could feed the pathfinding scan system the Mesh data directly instead of it having to scan it on GameObjects? Since I am generating the world meshes at runtime, that’s a data I can easily provide.
Thanks for the help. Hopefully there is a way to handle a case like this, and have pathfinding working on an entity-only world.
pd: of course, this will also lead me to the question on how to handle gravity. I have no GameObject colliders - everything is ECS. I will look into what is the exact system that handles gravity, to change the Raycast from checking on GameObject layers to Entity layers.
pd2: I am also going to use my own character controller solution, so I only need the path. What would be the way to tell ECS to calculate the path and grab it so I can do the movement on my own? I looked over at the documentation, and I know how to calculate the path from a GameObject monobehaviour, but it doesn’t say how exactly would it work on ECS. Thanks for the insight!