[WIP] Modular Vehicle Interaction System: GTA-Style Entry/Exit without NavMesh

Hi everyone,

I am developing a modular vehicle interaction system designed specifically for open-world projects. My main goal is to create a seamless experience where NPCs and Players share the same interaction logic, without relying on Unity’s built-in NavMesh for vehicle movement.

Here is a quick demo of the current system:

Key Technical Features:

  • :prohibited: No NavMesh Dependency: NPCs use a custom A* pathfinding solution to navigate to specific door handles dynamically. This allows for cleaner traffic logic without baking huge NavMeshes.
  • :counterclockwise_arrows_button: Unified Driver Architecture: The vehicle controller is designed to be input-agnostic. It processes physics exactly the same way whether the input comes from a Player or an NPC. This structure allows for seamless Vehicle Hijacking mechanics (switching control instantly).
  • :brain: Intent-Based AI: The system doesn’t rely on simple triggers. NPCs follow a logic chain (e.g., Identify Vehicle → Find Nearest Door → Align with Handle → Enter Seat).

Current Status: I am currently polishing the animation syncing and camera transitions.

I would love to hear your feedback on this logic! specifically, do you prefer custom pathfinding over NavMesh for vehicles in your own projects?

Thanks!

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