I’m trying out Unity 2D for the first time. My main interest in using it is for the pathfinding, obstacle avoidance, etc. I was looking around for tutorials on creating nav meshes for pathfinding, and came across this forum post:
Quoting the post:
It seems that the navigation mesh is bound to the x-z axis while the new 2d physics and rendering is performed on the x-y axis. Are they completely incompatible?
It seems that Unity 2D can’t use nav meshes? That post linked to this request:
There’s no actual “Unity 2D” as such. The 2D physics engine is on the X/Y plane only, so no, it won’t work with the built-in navmesh feature, but everything else in Unity is 3D. (Including sprites…you can rotate them so they’re aligned with the X/Z plane if you want.) There’s nothing that says you’re forced to use the built-in navmesh, though, but there’s nothing that says you can’t use 3D physics with sprites, either.
I’d really like to stick with Unity’s built-in features, so it sounds as if I’ll be using 3D. My edit was quite recent, but do you know about my fourth question?