Is there a way to apply some form of influence map to the path finding?
Iāve yet to get my mind around the 5.6 beta, but you canāt do it in 5.5.
Itās 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
Are there any tutorials on how to access navmesh data to generate a map for ai use?
Itās really a niche thing, so no, thereāre no tutorials. I used the documentation and intellisense: UnityEngine.AI.
Like Damon says, and from what Iām seeing, AI in general is niche.
Someone already did what youāre 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. Itās not as easy as arrays because you donāt have the implicit connectedness of a grid but with āindicesā you get your connection back at low cost, itās 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.
Iād totally share my stuff but at the moment Iām still busy with grids.