We are making a mixed reality game. Because we don’t know the geometry beforehand the recast graph needs to built at runtime and we can’t use the navmesh modifiers. I want to make areas on the navmesh walkable once we know those areas are “safe”. We are using the nav mesh cut component for avoidance, however, it is wiping all the walkability info. Is there any way to retain the walkability in a performant way or should I abandon the navmesh cut component entirely.
Can you give any details on how you’re checking if areas are “safe”? Also you’re using NavmeshCut for avoidance, as in marking the “unsafe” areas with NavmeshCuts?
If the HMD or controllers pass over the top of a nav mesh trinode that entire area is considered “safe”. The mesh that is generated from your room in mixed reality will not reliably give you good results and there can be cavities in walls, ceilings etc so I need to be able to prune areas. The navmesh cut is to make characters avoid walking into the player/ obstacles placed in the room.
Gotcha- okay I’m sorta following. This doesn’t sound horribly complicated but I want to make sure I’m fully understanding what you’re needing before I make any unhelpful suggestions. (Screenshots are always always helpful btw!)
So if you need to mark areas the player/devices are in as safe, that assumes that everything else is unsafe until the device marks it safe. Then for the results from the room, you need to omit solid objects?
Understandings aside, If you’re cutting the navmesh to avoid collisions with the player, check out the bottom of this page on local avoidance- there’s a section on specifically avoiding players with it that may be helpful