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Questions tagged [navmesh]

A navigation mesh is a data structure used by pathfinding algorithms to help AI agents move around complicated spaces. Navmeshes describe what part of level geometry agents are allowed to access (e.g. floors, platforms) while taking user-defined parameters and obstacles into account (floor steepness, step height, static objects).

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I am facing a strange issue where the navmesh agent is unable to cross a doorway. It used to work earlier but now suddenly it does not anymore. I am unable to find any possible colliders or objects ...
Akshay Dhotre's user avatar
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In Unity 6, I have a NavMeshSurface attached to a floor with other items as NavMeshObstacles and this seems fine. The problem is,...
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I'm working on my 1st title called Infernal, and I'd like to make the enemy able to walk on both ground and walls. For exemple: let's say the enemy is running towards the player and he gets shot. ...
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I'm trying to create a game server. The game I want to create has a following feature. 2d (isometric view) ~300 users can play so a map will be not that small all units can move in any angle (not ...
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I am making a project in Godot 4.3 I am using a gridmap for the map and I have the NavMesh set up correctly, when I am in game I can get it to show me its pathing and it will update correctly ...
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As a hobby project I am trying to re-create pathfinding similar to StarCraft 2 based on the presentation from GDC 2011: https://www.gdcvault.com/play/1014514/AI-Navigation-It-s-Not (Image source) The ...
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I've got the first part of the code working. It iterates and does a check through the gameobjects to find the furthest nav point to hit. Then it calculates path to see if its valid or not. Now I'm ...
WestMansionHero's user avatar
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Basically question. I've never seen this gizmo before. Though something I know is that my agent is failing at what's supposed to be doing. So, perhaps an error gizmo? But what kind of error?
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Unity allows the runtime generation of NavMesh surfaces with the Unity.AI.Navigation package through the BuildNavMesh method. However, this function re-bakes the entire NavMesh in the current scene, ...
Alec McKay's user avatar
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Disclaimer : yes, the whole map is not convex. But all of its subdivisions are ! (And that's what matters) Hi ! I got A* working with nav mesh. Now I need to find the tightest path along the mesh path....
DisturbedBerry's user avatar
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I'm working on a game that uses a lot of high-intensity and pastel color language, and unfortunately, the navigation mesh is doing the same thing! There's a good bit of eye strain there. If I could ...
Michael Macha's user avatar
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How do I know if a node is in within a navigation rectangle? I am working on an enemy spawner that puts enemies off screen but I need to pick positions where the enemies will actually work (read: on a ...
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I've just started using Godot and obviously fail to use NavigationAgent3D correctly. I've added a NavigationRegion and baked a ...
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I'm trying to make navigation possible for npcs in a 2D platformer. The game generates chunks with random platforms as the player ascends, so I also need to implement the navigation procedurally. Each ...
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I'm working on a 2D game in XY plane. I've created enemies using NavMeshAgent and I've gave my agents way pints to move between them. The problem is that I don't know how to rotate them in the ...
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I'm making a spaceship game where the enemies and the player have the full 6 degrees of freedom, so can move forward/backwards, left/right, up/down and can also rotate in all three axes. I'm wanting ...
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I have an issue with the tank character. The Unity's navmesh agent only has a cylinder shape, so when the enemies are nearby, it causes unwanted results. If the navmesh is too big(to cover the entire ...
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Alrighty, so I've seen a lot of stuttering-related questions about NavMeshAgents but my problem is a little specific to my use case since it has nothing to do with <...
NicCantCode's user avatar
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I have more than 200 units in a single scene, all of them use Unity's NavmeshAgent to set their destinations to the main target. The problem I'm facing is that some ...
jasmine zhao's user avatar
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This is a weird one. I'm using a 2d adaptation of the NavMesh (found here: https://github.com/h8man/NavMeshPlus) to get obstacle avoidance for my AI in my 2d game. I also want to use it for my player ...
IronWaffleMan's user avatar
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I am currently creating an enemy which will follow the player. I was using the player GlobalPosition to calculate the direction of the enemy movement. I am now in the process of implementing obstacles ...
Zeruno's user avatar
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I want my enemies to follow the player, stop at a certain distance and when enemy is within that distance he will walk away. ...
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I'm trying to implement path finding for my game using a navigation mesh and A* search. While I believe I got this working correctly I'm having trouble getting desired results because I don't know how ...
user1566228's user avatar
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I'm prototyping a 2.5D style game. I have my sprites angled at a 33° angle on the x axis. I'm using the NavMeshAgent for basic navigation and pathfinding. I've set the Angular Speed to 0, to prevent ...
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I'm coding a custom engine using Python and Pygame. It's a top down 2D isometric RTS and I wan't to implement pathfinding for my units. My research has lead me to using a Navigation mesh which seems ...
Zoler1337's user avatar
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My code generates a level by looping through a list of empty game objects and choosing a random object from another list of objects, then instantiating that object at the empty object's position. Then ...
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I'm pretty new to gamedev, so please bear with me. So the end goal here is to have some platforms that spawn in, and the player has to stay on the platforms to stay alive, while an enemy roams the ...
Braeden Corr's user avatar
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I am still working on the RTS and have added a system that allows enemies to randomly wander. However, when multiple enemies fight one of my units, they will just clump up Afterwords instead of going ...
Crystalline787's user avatar
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I am using the NavMeshSurface component in Unity to generate a navmesh of walkable areas in a procedurally generated level. I am working on some basic behavior to use with a NavMeshAgent. I want to ...
GaleRazorwind's user avatar
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I'm trying to add a click to move feature in my game using the new NavigationAgent2D and NavigationPolygonInstance but sometimes when the player reaches the end of the navigation path or changes ...
Javier Villanueva's user avatar
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General Description I want to build a tech demo about a game concept I am carrying around for quite some time now. A lot of influences from different sources shaped this, and I will try to hint on its ...
Confused Merlin's user avatar
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I'm trying to make a game centered around chase sequences in a 3D level with a high degree of verticality and movement options for the player. Basically think Breath of the Wild in an urban landscape ...
Austin Capobianco's user avatar
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I have an object with both rigid body and NavMeshAgent attached Which I want to set to a new location on scene change, but there is something weird going on with it. If I just try to set the position ...
Michael's user avatar
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I've read a couple of articles on Navmesh+A* navigation. So, I'm trying to implement a pathfinding for an RTS type of game. However, it seems I don't understand how to calculate a distance for A* when ...
Dmitrii Naumov's user avatar
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I'm making a 2D game in Unity. For 2D I am using the NavmeshSurface2D-plus master package available on github. My enemy object is chasing my main character nicely, it's ok. I set my main character to ...
gunza's user avatar
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There are destructible and indestructible objects on the map I created with Tilemap, and I create a walkable area (bake) for my enemy object using the information I found on the internet and the ...
gunza's user avatar
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I'm making generator for EQS and need to put points on navmeshes located on different heights, one above other. So, my idea is to make raycast vertically and find intersection points with navmeshes. ...
Robotex's user avatar
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I have a layout similar to the official Godot NavMesh example program. It is: ...
TheWorldSpins's user avatar
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This question is related to my previous post here , but, even though I did get some insight, I didn't fully get it, and hence have another dilemma. Since the dead earth series is not publicly ...
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In one of the videos of the dead earth game dev series , the author mentions of calculating a local desired velocity of a NavMeshAgent. My point of confusion was, ...
BumbleBee's user avatar
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I have created a procedural level generator in unity. However, occasionally the algorithm creates a level that is impossible to solve. Therefore, I tried to implement a navmesh agent to check if it is ...
Dpythonrobot's user avatar
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I am trying to have an object follow a path which basically is a square: the object moves to the next corner and pauses for some time. The movement is correct initially, however, after sometime it ...
Minoush82's user avatar
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I have an object with a NavMeshAgent that wanders around. It gets a random waypoint, moves to it, then waits a little while and repeats this process. I would like ...
Taco's user avatar
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I'm starting to work on the AI for my game, and one character will need to wander around aimlessly until one of its other states are triggered. With that, and after plenty of searching, I found a ...
Taco's user avatar
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I want to write a script that can lead to something like https://gyazo.com/90d3a0ec82a41f53c831b00c403dc7df (to surround the enemy through local avoidance). i am using navmesh unity, to solve this ...
NerzOff's user avatar
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I'm trying to do a companion AI that follows around my player but with a certain distance. I first tried to self-program the movement behavior. but realized quickly that a ...
Junes's user avatar
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Why do solutions such as Recast voxelize a 3D scene before transforming it back into polygons? Would it not be possible to just determine intersections of meshes, check for slope angles and adjust ...
xcrypt's user avatar
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I've found a great article on how to build a constrained delaunay triangulation that can be used to create a simple navmesh from cutout geometry. However, this does not seem sufficient to generate a ...
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In Unity, I'm trying to get the raycast to hit the navmesh only, but I cannot find an option to place navmesh on a specific layer. Is there a way to raycast to the navmesh itself?
Leo Blanchette's user avatar
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Hey all I had a question, I was looking into my game's performance and noticed this in the profiler: Is there any way to optimize this such as pre-generating tiles so it doesn't have to do it each ...
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