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Post by deidrereay on Jan 24, 2020 1:56:47 GMT
So I have been wracking my brain how on my large open world to bake the navmesh that doesnt take 2 days and then 25 mins to load or crash the whole thing (using chunks from Sectr and world streaming its just not working out well) Upon lots of research it seems like the unity navmesh system is just crap for bigger terrains or multiple scenes especially.
Upon further research I stumbled upon this
A* Pathfinding Project Pro seems to be a possible excellant solution for my problem. Question can and is this integratable with Fsm AI??
Has anyone tried to use this before ?
Hoping this can be my solution and it will work with invector AI
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Post by deidrereay on Jan 24, 2020 18:19:58 GMT
From the A* Path finding Forum i got a response that usually they leave it up to the third party AI (would be invector in this case) to attach and write some scripts that would integrate. So I am wondering for any of my more profound code hounds if this basic scipts on this link they sent to me could begin to integrate or totally could with our AI system?? Thanks arongranberg.com/astar/docs/custom_movement_script.html
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