3D pathfinding in DOTS

Hello gang,

I’m working on a VR race game that has hover cars and I want cops to chase the player. My understanding is that NavMesh is doesn’t work for items in 3D space.

I’m open to paying for an asset.

ANY thoughts or ideas are appreciated

Is the “doesn’t work for items in 3D space” issue your referencing the fact that it works off a surface and you need things to fly up and down?

There are solutions for this. Simplest is just modify the agent height offset to move up and down, if your environment is complex (such as a bridge you can fly under) it will have avoidance issues. A better, but more complex solution is to have multiple navmeshes that are stacked and the agent can transition between them as they move up and down. This should be able to achieve better avoidance at different heights.

If the crux of your problem is DOTS compatibility, A* is a good pathfinding solution I have used for many projects and is ECS/DOTS compatible. The same limitations and solutions above apply to it as well.

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I have been thinking about my options, ie: having to “manually” adjust the Y value based on the Player’s current position.y, I thought it best to ask to the community in case there was a more “proper” method.

Thank you very much for the feedback. Have a wonderful day

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