Comments (8)
@snarlynarwhal I used master branch
- Open "SampleSceneVolume"
- Add empty Object
- Add NavigationModifierVolume component, set "Not Walkable"
- Select NavMesh and Bake new mesh
Expected Result: new volume excluded from mesh
So share your setup, scene and mesh collect type
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Yes/No
If you supply the same sources collection is the same order it will greatly increase performance (it is stated somewhere in Unity documentation). You can utilize Collection Cache component to get that collection and update manually.
There is sample in https://github.com/h8man/RedHotSweetPepper
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Just tested. https://github.com/h8man/RedHotSweetPepper/tree/master/Assets/Scenes/SampleSceneVolume
What exact case doesn't work?
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Hi, I cannot get NavMeshModifierVolume to work either. I opened the "SampleSceneVolume" sample scene and searched for "t:NavMeshModifierVolume" but did not find any components. So I went ahead and added one to the scene, but the agent walked right through it.
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@snarlynarwhal It has setup for volume to play around.
In what scenario it doesn't work?
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Okay, my scene does not have that game object. I tested on master and it did not work at all. The enemy just ignores the volume altogether. What branch are you on? Should I test on 0.41a?
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Apologies, that does indeed work — I misunderstood the purpose of NavigationModifierVolume component. I thought it was to update the mesh without having to rebake the entire mesh. I had assumed that on enable/awake it'd update the graph in that particular volume. I have a game where projectiles spawn temporary obstacles, which get added and removed frequently. I want to avoid needing to rebake constantly since of course that causes lag. Is NavMeshBuilder.UpdateNavMeshDataAsync
my best option for a lot of frequent updates at runtime?
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That seems to work well for me, thank you!
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Related Issues (20)
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