Currently making a game for the 7DFPS which requires pathfinding and a fast, responsive player character controller.
Running navMeshAgents on the enemy characters seems to cause them to run to and OVERLAP the player character, unless I also use a NavMeshAgent on the PC, as detailed here: How do I stop an Enemy NavMeshAgent from intersecting the player model? - Unity Answers
However, this introduces a number of new navigation problems - the player can no longer jump, the player cannot enter thin areas of the map and the player often gets stuck on steps. In addition, there is now significant lag between the player pressing a direction key and their avatar responding.
How should I create an FPS avatar for the player which allows me to use the navMesh feature of 3.5-4.2 (enemy characters collide with player, enemy characters navigate map, player character can jump and pass through narrow areas)?
–Rev
To answer my own question, write a script which sets
updatePosition = false;
and
updateRotation = false;
in the navMeshAgent and job done - everything will work perfectly smoothly.
Many thanks to tylo for this solution!
–Rev
Doh09
3
I suspect using a NavMeshObstacle on the player would also work, didn’t test it though.