Multiple Nav Meshes with Streaming World

Hi Folks,

I am interested in any suggestions you may have for handling Unity’s built in navigation meshes/agents with a large streaming terrain system. My Current project currently has terrain chunks loaded and unloaded dynamically as it is a large world. I am now trying to find the best way to control the NPCs navigation for each sub terrain chunk. Ideally, it would be good if I could simply have multiple navigation mesh chunks that can be loaded and assigned to agents that are currently in that terrain chunk although I am pretty sure Unity doesn’t support multiple nav meshes.

So…I would be really interested in hearing any ideas or workarounds any of the community have come up with for dealing with similar large scale worlds - or any other 3rd party AI solutions you have experience with that may do the job.

Thanks in advance

sometimes it’s better to not use navmesh in this case and do it more simpler since it would probably be better and save the hassle. for one besides the simple follow now you need some basic avoidance whether you decide to use raycasts or triggers. now here is a idea about simulating the path finding behavior withouth doing a navmesh although like i just said i mean simulating lol.

anyhow let’s say the player is running away from the enemy in a caved area or what not. the player after a certain interval he could leave some points in which the enemy could use as a waypoint. that at least could server a good purpose since now we are dealing with a dynamic world versus the whole old system of trying to plan thing before hand

Hi,

Thanks for the reply but that method - while useful in certain instances - would not be a good fit for my game. I am after a feature that is supported by Recast which supports the ability to load in sections of navmeshes dynamically at runtime. I know there is currently a ‘Recast for Unity’ product in the asset store but unfortunately - at least as far as I know - this does not currently support the tileable features of the original Recast implementation. I have been looking at A* Project also and from reading the docs and watching the tutorial videos it does - seem - that this would also not do what I want - yet.

So, what I am looking for is if anyone knows of a product that exists that I can purchase that will give me these features to save me having to code my own implementation at this point and shave some time of my development time.

Thanks

Did you ever come up with a good solution for this? Or does anyone else have any other suggestions? I would like for my player to be able to use Unity’s built in pathfinding, but I’m also using chunks of terrain, and loading and unloading them as the player moves through the world.