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NavMeshComponents reviews and mentions
- what am i doing worong?
- Asking for some help or advice on runtime navmesh baking in Unity.
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Issue with NavMesh thin break
So if you use the github Navmesh Components, you can change the voxel height and tile size manually. That MIGHT be able to fix the seam issue you have.
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A* pathfinding on Procedurally generated terrain.
There's a Brackeys tutorial on this, but it's four years old and to get it to work you'll have to add unity.ai.navigation as a package. It used to be included in UnityEngine.AI, but now it's referred to as experimental in the documentation as well as the Navigation window in 2021 LTS. It hasn't been updated in three years so I assume that experiment failed. Below is how to achieve the same thing with the current built in functionality.
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Godot for AA/AAA game development – What's missing?
I've been using Unity for a few months now and what is most frustrating is how lazy the company presents itself.
They basically found that the Asset Store is such a huge source of revenue for them that they now completely over-leverage it and abuse the community for profit. For the few things they do ship, they routinely break things for backwards incompatibility or literally just ship half complete "products". If you want to do anything meaningful in Unity you either have to build it yourself from the ground up or buy plugins.
An example: their AI navigation system is so lacking in features, they haven't updated it in nearly two years, and the last ship they did was literally half broken and buggy for several use cases. https://github.com/Unity-Technologies/NavMeshComponents
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Multiple NavMeshBaking at Runtime
I assume the ai package you included was the same as this https://github.com/Unity-Technologies/NavMeshComponents ? If so I would look at the examples there and adapt the local navmesh builder to your usecase. You don't need to run it every frame, you could run it every X seconds or after travelling a certain distance to save performance.
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Pathfinding for AI in a 3D procedurally generated world?
If you want to stick with standard unity stuff to start with, the Unity NavMeshComponents are a good start:
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Good asset for 3D Platformer AI?
1)The built in Navmesh of unity. I prefer using NavMeshComponents https://github.com/Unity-Technologies/NavMeshComponents
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Adding NavMeshModifier at run time
You can use NavMeshBuilder.UpdateNavMeshDataAsync to bake parts of a new navmesh at runtime in a very efficient way (i.e. won't slow down framerate), but the documentation is both confusing and nearly non-existent. The best way to learn how to do this properly is to carefully study Unity's LocalNavMeshBuilder code and extrapolate. I seriously wish they'd expand on this and make it more accessible, but so far this is the best I've found.
- Question: Where can I find the navmeshhit?, I am using the 2021 Unity version
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Stats
Unity-Technologies/NavMeshComponents is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of NavMeshComponents is C#.
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