Working on a game that is turn-based but gridless. I’m relying on the NavMesh to path the character movement on their turn.
To do this, at the start of the turn, the unmoving characters all turn off their NavMeshAgent and turn on their NavMeshObstacle, and the “active” character (the one who’s turn it is becoming) turns off their NavMeshObstacle and turns on their NavMeshAgent.
However, the carve update on the obstacles seems to not be instantaneous. This results in the active character “jumps” because the area just below the character is still carved.
I’m trying to find a deterministic way to tell when it is “safe” to activate a NavMeshAgent once you turn off its NavMeshObstacle. Please help! (Thanks)