I love this asset, I just have one issue where my server has multiple stacked scenes, moving some npcs, each scene with separate physics system, so I have to duplicate AIBase and AIPath, replace Physics.Raycast with gameObject.scene.GetPhysicsScene().Raycast(). In an updated version I couldn’t fully do this as there were some static classes and I got a bit confused.
It would be so nice if we had this feature built-in in any upcoming version. Thank you!
Sadly no, I had to duplicate and modify myself, which is an ugly solution. It’s sad this got ignored, I guess this asset is not made with multiplayer in consideration
Is there any solution for that? I love this asset but it’s incredible painful that I can’t just have more than one astarPath component active at the same time. For example im using it in a server, that has all the game scenes loaded (since its an mmorpg) and I can’t have 1 recast graph on each scene.
A workaround that I found that it’s feasible more or less is to load ALL SCENES in editor and do a gigantic recast. This works but the workflow is terrible
With unity navmesh, I would just bake a surface on each scene and that’s all
The FollowerEntity component has built-in support for this. There’s a PhysicsSceneRef on the entity it creates which specifies which physics scene to use for its simulations.
The recast graph now also has RecastGraph.collectionSettings.physicsScene
You must, however, set both of these via a script. They are not exposed in the inspector, and cannot be serialized in any case.
The NavmeshPrefab component is, however, able to scan the scene like a recast graph, and it will use whatever physics scene it is part of. See NavmeshPrefab - A* Pathfinding Project