Influence map

Is there a way to apply some form of influence map to the path finding?

Iā€™ve yet to get my mind around the 5.6 beta, but you canā€™t do it in 5.5.

Itā€™s possible to access the geometry through the navmesh class, but you would need to build your own navmeshagent and navmesh. It would be a nice feature to have weights per-vertices/nodes instead of perlayer. I can imagine that it would be easy to expose that. ā† Feature Request There

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Are there any tutorials on how to access navmesh data to generate a map for ai use?

Itā€™s really a niche thing, so no, thereā€™re no tutorials. I used the documentation and intellisense: UnityEngine.AI.

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Like Damon says, and from what Iā€™m seeing, AI in general is niche.
Someone already did what youā€™re looking for and you can glean some info from reading his twitter x.com. He uses the vertices of a nav mesh to build a vector flow which is the end step of an influence map where you propagate the target. navmesh.NavmeshTriangulation() gives you everything you need. Itā€™s not as easy as arrays because you donā€™t have the implicit connectedness of a grid but with ā€œindicesā€ you get your connection back at low cost, itā€™s just that you need to do some preprocessing to get array of the distances between those indices and use the reverse as weight to influence the propagation.
Iā€™d totally share my stuff but at the moment Iā€™m still busy with grids.

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