Hello, moving to Unity from UE4, and I can’t seem to get navmesh working on a platforming game.
For example, UE4 sprites can generate thickness like so:
However in Unity, I can create the polygon collider, but I can’t figure out how to make it thicker
The collider is too thin and thus the Navmesh will not generate on it.
Is there some other workaround to generating a navmesh on this sprite, so player/enemies may run around and jump onto the ledges?
Hello again Juice-Tin, you’re doing some neat stuff there.
Do you need a navmesh?? It’s sorta just linear in the Z == 0 plane, right? Could you just sense it with raycasts in 2D?
If you want an extruder, I have two unrelated things you could look at in my MakeGeo project:
or
Might give you some ideas.
MakeGeo is presently hosted at these locations:
https://bitbucket.org/kurtdekker/makegeo
Make Geometry - Procedural Unity3D Geometry
GitLab.com
Heya Kurt lol, thanks!
Yeah here’s what I’m trying to replicate:
Basically building “3D” navmeshes but on a 2D plane, so the AI can fully utilize navmeshes (jumping around, etc)
I’ll have a look at the MakeGeo project, thanks!!
Not sure if it’ll help but there’s this which takes some features I added to 2D physics during a Hackweek a few years ago (the ability to ask for a Mesh from any 2D Collider) and uses it for NavMesh.
Github: NavMeshPlus .
Forum: [Activity]( 2D NavMesh PathFinding...... page-7#post-7522568)
Physics API: Collider2D.CreateMesh and Collider2D.GetShapeHash
Hackweek Project:
https://www.youtube.com/watch?v=Jcl8oZT5JLE
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Thanks, that looks great, but would it generate on the top of sprites for platforming, or does it only generate in empty space and use sprites as occluders?
I’m not staying up to date with its features TBH. Best to go ask on that thread.