Generate NavMesh from Your Terrain Paths

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  • Опубліковано 9 бер 2024
  • Download the Code - game.courses/navmeshgenerator/
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    Original Github Post - gist.github.com/druggedhippo/...

КОМЕНТАРІ • 17

  • @random_precision_software
    @random_precision_software 3 місяці тому +7

    Oh... back to the old school... tutorials! Yay!

    • @Unity3dCollege
      @Unity3dCollege  3 місяці тому +2

      Yep!:) also moving the show and live streams to separate channels right now, slow tedious process tho :)

  • @anonymous49125
    @anonymous49125 3 місяці тому +1

    fun fact... that 'goto escape' style break 3:37 is THE reason goto was added to c# at all (I remember reading MS saying that years and years ago).
    The story goes for C# they opted for goto over the PHP+JAVA style of 'break N' (where N is the amount of nested loops to break out from) and instead went with changing the flow of execution with goto... But I personally would love a break N in C# (as well as the goto, which has a number of very important and valid uses in C#)...

  • @HalcyonVoid
    @HalcyonVoid 3 місяці тому +1

    Wish they would just make a sustem to let us manually drawn the navmesh like bethesda does. Would make this whole proces 1000x easier and probably more efficie t as we can make it exactly how we want with fewer polygons.

  • @nicolasnadeau6673
    @nicolasnadeau6673 3 місяці тому

    I haven't played with the feature yet but A* pathfinding project in the asset store has an auto nav mesh gen feature.

  • @Dippps
    @Dippps 3 місяці тому

    can drop nav mesh obstacles and enable cut navmesh flag

  • @mehmedcavas3069
    @mehmedcavas3069 3 місяці тому +1

    Is it possible to get the terrain paining channels and then select the "Dirt" layer id and create a mesh out of it? Like if the "Dirt" texture is on the R channel than it would give us a Red Black texture. then just create mesh. make in static. bake it and then destroy it

    • @Unity3dCollege
      @Unity3dCollege  3 місяці тому

      seems like a good way to go

    • @LlamAcademy
      @LlamAcademy 3 місяці тому +1

      This was the most efficient way I could make up how to do it. It can also be combined with adding NavMeshModifierVolumes around where trees or vegetation is so you can subtract those out from walkable areas to make it really dynamic!

  • @ahmedkarim5894
    @ahmedkarim5894 3 місяці тому

    I don't know but how about just adding a plane on top of the roads (of course remove the mesh renderer) and make only the plane walkable ?? Wouldn't this method give more control ??

  • @kpm25
    @kpm25 3 місяці тому +1

    How is your hierarchy colored like that?? Maybe I missed something in the last few weeks..

    • @Unity3dCollege
      @Unity3dCollege  3 місяці тому +1

      vHierarchy, it's actually going on sale in the flash deals as part of a bundle for freally cheap. the vtabs and hierarchy are some of my new favorites :)

  • @IsraelBelongToChrist
    @IsraelBelongToChrist 6 днів тому

    Does this work at runtime?

  • @Zvrra
    @Zvrra 3 місяці тому +1

    rubs hands together

  • @cgcsw0237
    @cgcsw0237 3 місяці тому

    Can I build a navmesh on a spherical mesh using this method?

    • @TidaliCreative
      @TidaliCreative 3 місяці тому

      I mean there is always a way, that's why I love programming. Don't ask me on how tho.