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12
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Influence Maps Integrated With Navigation

AI & Navigation

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With the current AI system, an agent will find the shortest path from its source to its destination. This is not the most efficient way to do pathfinding for most games (like FPS). The AI can easily get in the 'line of sight' of other players. Instead, the AI needs apply tactical pathfinding, by moving from cover-to-cover. The only way this can be accomplished is through Influence Maps.

Please Unity. Help us out by adding Influence Maps.

Comments (4)

  1. Ef656bb50dfbd4a1e5e7425fd690b181?d=mm

    ErkrodC

    Apr 08, 2018 14:43

    Could you share a little more about what method 1) looks like?

  2. 65f2c931adf166a3bb869ffe121b922d?d=mm

    Meeth23

    Mar 26, 2018 12:08

    I have found a way to actually get this implemented last year. There are two ways:
    1) I used a NavMesh modifier and updated its translation in realtime (there is in fact a UpdateNavMesh() function).
    2) Built my own tilemap graph on top of Unity's pathfinding.

    I was a bit skeptical about method 1), but with a bit of optimizations, I was able to get really scalable performance. I pretty much think Unity's NavMesh modifiers are going to be Unity's way of doing influence maps

  3. 65f2c931adf166a3bb869ffe121b922d?d=mm

    Meeth23

    Nov 11, 2017 13:52

    Won't I need low-level API access for this?

  4. 5c3c2d061656ed7182880a3ddea47c5f?d=mm

    GameDevCouple_I

    Nov 09, 2017 13:30

    But you can write this yourself in like half a day?
    This is honestly extremely easy, a ton of unity made games using navmesh already employ a technique like this.

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