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Hello. I am using Aron Granberg's A* Pathfinding Solution, and I am looking to create navmeshes for my level. I have these invisible jumppads that the enemies use, when they cross it, they jump. Since the level is multistory, I want them to be able to jump up to where the player is. So, for the navmesh, will I create it on the side of the wall to show that a path is possible? Or should I create the mesh for only the upwards facing walkable areas? Like each story? I am just tyring to find the best way to create a navmesh for enemies that jump upwards. Here is some examples.
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The question has been closed Jan 21 '12 at 02:48 PM by TehWut for the following reason:
Problem is not reproducible or outdated
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3.5 beta has now the ability to do just that, using NavMesh and NavMeshAgent, and OffMeshLinks. Get the Beta and the related samples to play with this. I supposes. I was more looking for an answer for Aron's solutino but now we have Unity 3.5 ;)
Jan 21 '12 at 02:45 PM
TehWut
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shameful self bump: any links? I couldn't find very much information on navmesh for Unity