My team are currently developing a game, we are using Unity on the client side but not on the server side. We are looking for a path finding/nav mesh/line of sight solution that can be edited within Unity and then exported for use on the server side and interpret and use this data without any Unity dependencies. Does anyone have any suggestions for us?
We had this discussion ourselves but we were unsure if when using the grid we’d be able to have overlap in areas. e.g. a bridge or multistory building.
Also I should have mentioned, it’s not a true isometric game, it’ll be in 3D similar to Diablo3/Path of exile except more open.
What you will probably need to do then is to divide the world into regions, each defined by a 2D grid and its connections to other regions (including which grid cell forms such connections).
So your planning can proceed first by crawling the region graph, figuring out what regions you need to traverse to get from point A to point B. And then, within a region, do grid-based pathfinding to get to the appropriate exit cell. (In the final region, of course, do grid-based pathfinding instead to the target position.)