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This was designed on Unity Free… However I’m not exactly sure by what you mean when you ask if it can be used on a server? I don’t see why not, but communicating AI positions and states from the server is up to you…
I was wondering if the nav mesh data could be saved out and used for authoritative movement on the server side. If all data can be saved out and your system can run all it’s navigation/ai checks without any Unity dependent code, then I would be interested. Obviously all the position updates, smoothing, ect would be something I would have to do. I just wanted to make sure it was possible before purchasing and finding out it depends on Unity specific classes.
Hey. Yes you can create a grid during runtime. But also, if your map is just one flat level(Or your walkable areas never change), you can simply place ‘Dynamic Obstacle’ scripts on your obstacles and they will update your grid without having to update the entire grid. As for placing portals through script, I havent tested that yet. I did make a modification to the Dynamic Obstacle script so that it could be placed during runtime through script. The problem with Unity is a list is not automatically initialized if a script is added by another script during runtime. I do plan to make portals able to do this on the next update though. BUT, it should work if your portal is a prefab that already has the script attached, cause then the lists would have already been initialized. Hope this helps.
I’m not sure why you would need pathfinding for a game like that. The AI would only need to know when to jump? Am I wrong? Not really sure how well Dynamic Navigation would work for this.
This is by far the best pathfinding in unity,
its better then unity’s built in pathfinding, and much better then the other alternatives in the asset store.
with that said, you should know its using his .dll so its closed source.
also the only feature its missing is targeting the end point using Vector3 instead of Transform, but that is easily managed.