NarkLord Posted June 19, 2013 Share Posted June 19, 2013 There seems to be a problem that occurs sometimes in navmesh generation where a path is cut off when it should not be. I have attached three screenshots from the editor. To recreate, you can just add some obstacles and move them around until it occurs. It looks like it is related to the origin of the map (0,0) as can be seen in screenshot 3 This can be fixed by manually playing around in the editor and slightly moving the obstacle, however in something like a tower defence, where the player can place towers anywhere it will block the path, and break the game. Link to comment Share on other sites More sharing options...
AggrorJorn Posted June 19, 2013 Share Posted June 19, 2013 I found that the visual representation might not always be correct but the pathfinding still works. It goes the same for stairs. Sometimes no navmesh will appear but the characters can still walk on it. Have you tested walking on this? Link to comment Share on other sites More sharing options...
NarkLord Posted June 19, 2013 Author Share Posted June 19, 2013 I can walk over it with character controller but, but AI will not path over it Link to comment Share on other sites More sharing options...
Josh Posted June 19, 2013 Share Posted June 19, 2013 There are a ton of optional variables we can set in the pathfinding code. I didn't want the user to have to tune the settings, so I chose the settings that worked most of the time. However, an occasional glitch like this does not surprise me. If you can upload any maps that produce the error I will use them in the future to adjust the settings more finely and try to reduce errors. My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
xtreampb Posted June 20, 2013 Share Posted June 20, 2013 hey josh I don't know if this would be possible but could it be so that the ones with the least errors are default and then when things need to be changed the user can open an advanced navigation window and the user changes the settings themselves. After setup, might make take a little off your workload. Again not sure if possible, and it is your software. 1 bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post! Link to comment Share on other sites More sharing options...
NarkLord Posted June 22, 2013 Author Share Posted June 22, 2013 I've attached a map that produces this error. I'm all for more Navigation options being available. Also more access so we can do things like defining our own collision avoidance, or none at all. Not urgent, but something I'd really find useful. navmesh_glitch.zip 1 Link to comment Share on other sites More sharing options...
Admin Posted June 25, 2013 Share Posted June 25, 2013 Confirmed, relatively low priority. Link to comment Share on other sites More sharing options...
Admin Posted August 30, 2013 Share Posted August 30, 2013 The next update will give you more control over the navmesh generation, and the visualization is a bit easier to see. 1 Link to comment Share on other sites More sharing options...
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