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:
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.
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).
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!