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.
The question has been closed Jan 21 '12 at 02:48 PM by TehWut for the following reason:
Problem is not reproducible or outdated
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.
answered Jan 05 '12 at 03:03 PM