When you bake a navmesh it is saved as file…
How can you pre-load a navmesh and assign it to be current during runtime?
Thank you.
When you bake a navmesh it is saved as file…
How can you pre-load a navmesh and assign it to be current during runtime?
Thank you.
Reason i ask for this is…
lets assume you have something like an authoritive server with a hugeeee map…
you could then break this map into little navmeshes… and while you update your players/objects moving around the map you could load up pieces of the navmesh in memory for cache and perform calculations on them…
Rob: I’ve pinged a few people internally. I don’t know the answer off the top of my head… but I’ll see if I can get you any traction.
Hi,
When you bake a NavMesh the reference to the NavMesh will be stored along with the Scene, and it will be loaded when the scene gets loaded. In 5.0 we added support for additive loading, which means that when you use Application.LoadLevelAdditive(), you can additively load a chunk of NavMesh in. There’s one gotcha, in order to allow the agents to traverse from a Navmesh from one Scene to another you need to connect the NavMeshes using off-mesh links. Since there’s currently no unload Scene, the use may be a bit limited when streaming huge worlds.
We are aware of your use case, and we’re looking into solving it along with a horde of NavMesh data and baking related issues once we get 5.0 out. We talked about some use cases we’d like to solve at our last Unite talk
–mikko
Cool, looking forward to the changes… thanks for the heads up!