Usually the workflow is to have children component that offsets. I am usually try to avoid offset functionalities in general as hierarchy already covers it and it just adds additional complexity and performance cost to systems.
From my personal game dev experience, pretty much all games almost always has graphical game object separate from the logical game object.
Included in the package is a crowd obstacle, I want to dynamically change its position and rotation, but it doesnât seem to be supported in the project
The crowd obstacles seem to be 2d, and my current need is wayfinding on a spiral tower
Yes, crowd navigation is 2.5D, it does not account for surfaces that can go under or upper. For these cases I recommend sticking to navmesh
I would also like to ask, when using with the * Pathfinding project, I use âNavMeshCutâ and move live, there will be an error at runtime : NullReferenceException: Object reference not set to an instance of an object Pathfinding.PathTracer.LocalSearch (Pathfinding.GraphNode currentNode, UnityEngine.Vector3 point, System.Int32 maxNodesToSearch, Pathfinding.Util.NativeMovementPlane movementPlane, System.Boolean reverse, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) (at ./Packages/com.arongranberg.astar/Utilities/PathTracer.cs:1134) Pathfinding.PathTracer.RepairFull (UnityEngine.Vector3 point, System.Boolean isStart, Pathfinding.PathTracer+RepairQuality quality, Pathfinding.Util.NativeMovementPlane movementPlane, Pathfinding.ITraversalProvider traversalProvider, Pathfinding.Path path) (at ./Packages/com.arongranberg.astar/Utilities/PathTracer.cs:923)
Can u report this in my discord channel #feature-requests
Hi, can you help me understand how this would be used with A* Pathfinding Project?
As you can use your asset without it, what is the benefit of using both?
Thanks
Some users prefer A* Pathfinding project navmesh instead of unity builtin navmesh, so that part would be different. The other component like avoidance, boids, architecture stays
Hi Lukas,
Is this tool appropriate for an RTS game where I move up to 2000 units on a 1kmx1km flat terrain?
Similar to Cossacks 3 game.
If yes, then what setup you recommend?
Yes, it should work properly with navmesh and sonar, if you are targeting Desktop platform.
For setup you can lookup zerg sample it should apply quite well. Also I recommend enabling in agents navigation settings Sonar Horizon and setting query capacity to smth like 6.
Hi Lukas,
I bought the package, but unfortunately I canât get the performance where I want it.
I followed the documentation to get it started and created the navmesh and then setup the agent like so:
Then I written a parallel job system that only sets destination for the agents.
Also getting these warnings from time to time at runtime:
Failed to map agent position to nav mesh location. This can happen either if nav mesh is not present or property MappingExtent value is too low.
With 180 agents I have 500+ ms
The navmesh is setup on a plane in the GameObject world and itâs 40x40.
Any ideas on what could be the problem?
It seems like ure game not hitâint fixed update time rate, so in agents navigation settings trick regular update. Also I recommend sonar horizon option and query capacity set to 8. You can find in docs about the agents navigation settings
Thank you.
Where is this sonar horizon option and query capacity?
In the docs here I searched for horizon and query and didnât find anything except a mention in a changelog.
https://lukaschod.github.io/agents-navigation-docs/manual/index.html
By the way I tested with your zergling instead of the agent I created and I can support 2000 units with good framerate and using the same code. I also checked again and again if thereâs any difference between my agent setup and the zergling and didnât fin any. Anyway⌠it must be something. The good news is that it works with the zergling.
It is not mentioned in docs, but you can find it in agents navigation settings. Here is the link how to setup settings Settings