I have been experimenting recently with the NavMesh and agents for my RTS game. As neat and awesome that it is, the NavMesh feature seems to be biased toward games where the navigation is object based and not so much terrain. And I say this because you cannot define areas in on your terrain since there are no objects to specify as terrain.
I have looked at the NavMesh Components library but it requires that you add objects all over the place that you want the baking to consider, which is extremely tedious and impracticable for a larger terrain map.
The feature I see lacking is the ability to paint or assign areas of a baked nav mesh that are not objects and I am curious if there is a way to do this?
The main reason I ask is because I want to be able to make the navigation across rough terrain less desirable than say a road or grassy field. I also want to dynamically change the areas based on the assigned use. Such as a grassy field becoming farm land so obviously shouldn’t be walked through.
If this is not possible, what are some other solutions that people have used to create their own ‘nav mesh’ per say. At this time it seems that creating my own navigation system will be required that allows me to paint out areas on top of my terrain.
Any and all suggestions and guidance is appreciated.
I don’t know if you’re still on the lookout for this, but I got around this problem by scratching terrains completely…
I created a reasonably detailed plain mesh in ProBuilder, edited the rough geometry and used PolyBrush to fine tune. I subdivided selected faces further in the areas of high detail, and used PolyBrush vertex painting (not quite as good splat maps in terrain editor, but it gives an acceptable result if the mesh is detailed enough). I then went back into Probuilder, selected and extracted the faces I wanted into separate meshes.
Give these separate meshes the relevant navmesh layer and you’re good to go…
This does work better with a more ‘low-poly’ graphic style, but you could (theoretically) apply smoothing in ProBuilder - Can’t advise on this as I didn’t need to.
Might help you out, or might help someone else looking for a similar solution.
If you need something super runtime dynamic and flexible, maybe try incorporating some custom path logic with Unity’s. For example, have char raycast across terrain and each different terrain type could have a large invisible trigger collider that has a name/id/layer/whatever that’s unique to it’s terrain type, and have logic to set the next destination/waypoint accordingly. This would require each terrain section/type to have known nav points on it though, as well as logic to calculate shortest vectors. This may have been what you were already referring to though.
I have looked at links but they are for linking/joining navigation between different meshes. Since the terrain is essentially one big NM, these wouldn’t help my use case.
The markup tells me what I already figured in that the NM works with objects, not arbitrary places on a terrain or space. I could set the area with the markup but it still want’s objects as a whole, so that wont work either.
So pretty much create my own nav mesh…
its such a shame they have two awesome feature tools but they are not really designed to work together extensively. The NM could be so much more attractive if you could manually define arbitrary areas.
I also looked and tried using the NavMeshComponents package but I wasn’t able to get it working and keep finding dead threads saying it’s not really maintained even though they make it Unity version comparable.