Rick Posted December 15, 2013 Share Posted December 15, 2013 I often place a pivot in my scene and make my csg children of this pivot for organization purposes. I add a pivot for each 'section' of the map and this helps me organize the scene tab because otherwise it gets way to long. I noticed today, however, that doing this breaks the navmesh generation, in that it doesn't do it at all on the csg if it's a child to a pivot. Is this by design and if so why? Link to comment Share on other sites More sharing options...
Josh Posted December 16, 2013 Share Posted December 16, 2013 That's an error. 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...
Josh Posted September 12, 2014 Share Posted September 12, 2014 The parent pivot itself must have navigation enabled for the children to be counted. In the future this will be used for faster navmesh generation on the fly. For example, we don't want to traverse a whole character skeleton looking for a navigatable entity in the children. 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...
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