Custom FBX Data

Pipeline question!

At load-time, an algorithm builds my game level from a collection of modular FBX prefabs. The game’s navigation system is grid based, and I would like to build the navigation data also at load-time rather than somehow store it in the prefab.

The idea I had was to include a non-renderable mesh component in the FBX file which acted as navigation data - similar to a separate collision mesh - and then raycast across the grid looking for collisions with this “navmesh” to indicate where the player can and cannot move. If I can figure out how to do this, I would like to expand it by including special non-renderable mesh for additional algorithm control.

For example, there may be “treasure spawn” mesh. The algorithm raycasts, detects this mesh, and then does a Rand to determine if a treasure will be placed at this location.

Ultimately, I would like to use Maya to create not only the art, but a separate “game data” layer of mesh items indicating where dynamic stuff will go, and where the player can move.

I just have no idea how I’d go about it. I have no problem with the usual mesh pipeline, getting stuff into the scene, etc. I just don’t know how I might go about having that additional “data layer” of mesh, and identifying it in Unity.

If anyone has dealt with stuff like this before (I assume it’s been done!) I’d love to hear some tips!

I guess you could put some special names on the objects…and then parse extra info from there?

someobjectbasename_STARTDATA_1_0_100_false_1_enemy