Rick Posted February 4, 2014 Share Posted February 4, 2014 It looks like the inside "floor" of solid csg puts a navmesh there. Put a big block csg in your scene. Build the navmesh, then go inside the block and you'll see the navmesh there on the ground, which isn't reachable. Might not be a huge deal but seems odd that it does that so thought I'm post something. Link to comment Share on other sites More sharing options...
Josh Posted February 4, 2014 Share Posted February 4, 2014 Screenshot? 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...
Rick Posted February 5, 2014 Author Share Posted February 5, 2014 The bottom is me outside the big box, and the top picture is me going into the big box from the editor. That box csg is 8 units height, and 13x11.25 units. Link to comment Share on other sites More sharing options...
Josh Posted February 5, 2014 Share Posted February 5, 2014 The navmesh system works by voxelling polygons. Even though the CSG brushes are solid objects with volume, they are treated as polygons, so the interior path is correct. It looks like recast might actually have some support for convex hulls, which means in the future we could use that to eliminate this and maybe run a little fast. But I don't consider this a bug. 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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