I’m doing a turn based project with the Unity NavMesh system and my units are allowed to move a certain amount each turn.
Using the Area Costs I’m able to determine how far along a path the unit is allowed to move but I would like to be able to show the max distance the unit could move ahead of time especially taking into consideration area costs.
On a grid/hex project this would be easy; flood outwards but with NavMeshes it’s not so easy.
Any one have thoughts or suggestions?
Dont use navmesh at all, just use any flood-fill algorithm for path finding, it’s the simplest path finding algorithm (I ever know) plus you will have the flood-filled grid/array you can use to show movable tiles…
That’s really not a great option for this project for a couple reasons
- A major part of the idea is to replicate the free-movement of a TableTop Minatures game
- There are wildly different unit sizes; Infantry all the way up to building sized Mechs. Attempting to have enough grid spaces on a normal map would put it into the 10-100k location range
- The terrain is modifiable and units will want to be able to be updated to the navigation and cover changes