The most desired improvements for navigation are:
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Instead of teleporting to the NavMesh when outside it, agents should move to the NavMesh smoothly (Use case: When players knock enemies outside the NavMesh, enemies currently teleport back to the NavMesh rather than moving naturally, which looks poor).
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Add an API for random navigation points that can generate valid, reachable random points within a rectangular area (Use case: Spawning enemies at random locations that can successfully navigate to the player).
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Enable RVO2 algorithm when large numbers of enemies are navigating to different destinations, to prevent them from competing and failing to reach their targets.
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NavMesh height offsets vary between maps - some NavMeshes are close to the ground grid while others are much higher. The offset height needs to be standardized, as a single Nav MeshAgent Base Offset value doesn’t work across all maps, which is very inconvenient.
When will these basic features be officially added?