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25
votes

More access to NavMeshPath

AI & Navigation

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Can You, please, provide some additional info on NavMeshPath class? Like movement cost (we have remaining distance, that does not work with NavMeshLink)? Also, can we switch off the warning for cost lower, than 1? Like I have portals, that should have zero cost for immediate teleportation. I'd love to have a way to detect if NavMeshPath corner is on NavMeshLink, since I need to calculate the path regarding NavMeshLinks (since it's about teleportation). Thanks!

Comments (4)

  1. 53414110f9292e2a8d92a86ed10d2703?d=mm

    Kender

    Dec 13, 2017 14:00

    A year later it's still actual

  2. 53414110f9292e2a8d92a86ed10d2703?d=mm

    Kender

    Sep 01, 2017 14:30

    Actually, it shouldn't be way hard. All this info, we are asking for, may be hidden behind the scenes and just needs to get exposed

  3. D72050cc5e18d551f265bfed64629ad7?d=mm

    Waz

    Jul 18, 2017 00:13

    There are algorithms such as "Closest from a SET of destinations" that we could implement ourselves (it's just the normal Dijkstra algorithm) if we had more access to the navmesh. Instead, we must iterate over all destinations, for which NavMesh is far too slow to be practical.

  4. A9909e01018205b977d6f2ea1b411bc2?d=mm

    Mycroft

    Feb 07, 2017 14:21

    I would second a request for this.

    In my turn-based project I often want to know the TotalCost of a Path, at what point along a Path is a specific Cost, etc

    Also, I would like to be able to find the points on the Path where it crosses to a new Area (and which Area it is)

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