FAQ:
Q: How to change NavMesh padding?
A: Navmesh draws where the center of the Agent can reach, not his edge. Reduce Agent’s radius to get navmesh closer to the edge. Bake again to see results.
Q: How can I connect two NavMeshes together or point to the agent that there is a “jump” between?
A: With NavMeshLinks you can connect NavMeshes or place triggers for certain actions like: jump, open a door.
Q: Can I make a passage that is blocked to be walkable after certain action?
A: Yes, you can update mesh at runtime, or use NavMeshObstacle
How can I increase the amount of space the NavMesh generates on my path? Ideally I’d like it to more closely stick to the sides of the road. I am using Isometric 2D tilemap.
when I look at the settings for NavMeshSurface directly, the only setting that seems to apply is “Override Tile Size” - changing it doesn’t seem to have any effect on the baked mesh. Trying both 1 and 1000 makes no difference.
i don’t understand how smooth cornering or the nav mesh static methods relate to the baked walkable area being smaller than the visual path
Hello! First of all, thank you so much for making this! You’re a real lifesaver. I’m here to ask, is there a feature to merge 2 NavMeshes if they overlap on top of each other, has the same default area, geometry source, and same layers included?
Hi @vhman
Right now I’m having a problem I can’t find the cause of.
When I instantiate a gameobject sometimes it gets instantiated with its x rotation set at -90, I’m just wondering if anybody else has had this problem or if it’s even possible your extension can be the source of this problem.
I have my NavMesh2D which is also rotated -90 on X, but it is not a child and it has no children, so from my pov it’s not causing it, it’s just odd that my problem is also -90 on X.
When I use NavMeshPlus in Unity 2021.1.21f1
And follow your start SOP.
But When I click the bake , nothing happened…
I try to using in Unity 2021.3.1f1 , it’s working!
do you know why i can’t use NavMeshPlus in Unity 2021.1.21f1?
and how to fix it?
I found that if NavMeshCollectSource2d added first and NavMeshSurface after - it will not work and no error displayed. I planning to improve setup experience, but I always don’t have spare time to do it.
So add NavMeshSurface first and NavMeshCollectSource2d after. Enable components Debug view and verify that NavMeshCollectSource2d has NavMeshOwner.
Hi @vhman
Thank you very much!
I have read the known-issues.But here is a weird thing happen.
I setup a new test project, that i didn’t ajust x. the agent will get stuck while moving on Y axes in editor mode.However i build and run the agent were moving smooth on Y axes.That’s incredible!
I have attached the project here!You can check it!
This asset looks great! Thank you so much for sharing it! Would this work with a 2D builder/RTS game where objects are added to, and sometimes removed from, the scene over time? Does it update the navmesh as obstacles are added/removed?
I have a question for an issue I cant quite figure out, can this generate a navmesh that spans multiple tilemaps?
At the moment, I can only make a navmesh for each tilemap. Was just wondering if Im doing something wrong ^.^ haha