Published on August 2, 2017 by Unity
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Watch this video in context on the official Unity learn pages –
www.unity3d.com/learn/tutorials/topics/navigation/setting-navmeshagent-destination

In this live training session we will learn how to work with Unity’s Navigation tools at runtime. We will explore the publicly available Components for Runtime NavMesh Building and look at how we can use the provided components to create characters which can navigate dynamic environments and walk on arbitrarily rotated surfaces, including enemies that walk on walls. In this session we will learn how to bake NavMeshes at runtime, including for procedural style levels.

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3 Comments on "Runtime NavMesh Generation – Baking NavMesh at Runtime [5/6] Live 2017/7/26"

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Purpl3 Grape
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Purpl3 Grape
1 month 6 days ago

You saved my game!!!!

Jolly Roger
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Jolly Roger
2 months 5 days ago

Is there a way to get the bake to happen after Start, or with a delay? I'm trying to generate my random dungeon in the start, but it only bakes for the first segment, than stops after that.

Unity
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Unity
2 months 3 days ago

You could use a coroutine or just make sure that your dungeon generator makes the call to build the navmesh after it's finished generating. Relying on Start with separate scripts is unreliable. Potentially you could look at Script Execution order as well, though I would try to do it via the order you call your functions first. – Matt

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