Navmesh link design problem?

Hi,

If I have 100s agents, some of which we allow to traverse any links, and some which do not, then each time I set the destination for the those that should not use navmesh links, I have to hide all the relevant links each time.

I am setting destination and using desired velocity to move.

The problem with the above approach is for each agent, I have to hide or unhide a whole lot of navmesh links each time we set the .destination. I set .destination a few times per frame (on different actors), when I could maybe just tell it to path without factoring in links with a bool such as .useLinks or something like that.

I don’t mind hiding and unhiding but what about auto re-path, etc? Wondered if there’s something cleaner to be doing (I am probably doing it all wrong).

My use case is some enemies have the ability to drop down from height and some do not desire this behaviour.

Would like to know recommended practises in this case, thank you!

I am planning some work on this myself.
Haven’t tried it, but couldn’t you use the Area type on the Link and the Area mask on the agent to exclude links from consideration?

That’s interesting, so I could change the agent’s area mask, but also a hack for this purpose, I think.

I’ll give it a look though thanks!

Because in your use case some agents can traverse links, the others cannot, it makes sense to think that the two groups are of different agent type. Or they are same type but specilized in different area masks.