Pathfinding NavMesh: Difference between revisions
Jump to navigation
Jump to search
Hyper Mole (talk | contribs) No edit summary |
Hyper Mole (talk | contribs) No edit summary |
||
Line 18: | Line 18: | ||
</gallery> | </gallery> | ||
In the Test tab of the Edit/Test pathfinding window you can test walkable pathways. Control-click to start your path (pink capsule). Shift-click and drag to | In the Test tab of the Edit/Test pathfinding window you can test walkable pathways. Control-click to start your path (pink capsule). Shift-click and drag to see your path (orange capsule and pathway). | ||
Pathfinding characters will calculate the '''fastest''' way to navigate from point A to point B in the navmesh. | Pathfinding characters will calculate the '''fastest''' way to navigate from point A to point B in the navmesh. | ||
Revision as of 14:58, 20 April 2012
A look at the Navigation Mesh view of your region can quickly show you exactly how the navmesh system works and help troubleshoot potential problems.
This is the basic view:
-
Show Navmesh ticked on
-
Show Navmesh and Static Obstacles ticked on
-
Navmesh, Static Obstacles, and Walkables on
-
Navmesh, Static Obstacles, Walkables, and World on
The active Navmesh areas are in light grey, with the static obstacle areas outlined in red. The blank void spaces outlined in red are areas where your pathfinding creatures cannot go. These areas can be easily seen when you turn Static Obstacles on.
-
Non navigable area in the navmesh
-
Non navigable area in the navmesh, static obstacles on
-
Non navigable area in the navmesh
-
Non navigable area in the navmesh, static obstacles on
In the Test tab of the Edit/Test pathfinding window you can test walkable pathways. Control-click to start your path (pink capsule). Shift-click and drag to see your path (orange capsule and pathway). Pathfinding characters will calculate the fastest way to navigate from point A to point B in the navmesh.
-
Beginning point of path
-
Shift-click and drag to see good pathways