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h8man avatar h8man commented on May 29, 2024 1

@snarlynarwhal I used master branch

  1. Open "SampleSceneVolume"
  2. Add empty Object
  3. Add NavigationModifierVolume component, set "Not Walkable"
  4. 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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h8man avatar h8man commented on May 29, 2024 1

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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h8man avatar h8man commented on May 29, 2024

Just tested. https://github.com/h8man/RedHotSweetPepper/tree/master/Assets/Scenes/SampleSceneVolume

What exact case doesn't work?

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snarlynarwhal avatar snarlynarwhal commented on May 29, 2024

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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h8man avatar h8man commented on May 29, 2024

@snarlynarwhal It has setup for volume to play around.
In what scenario it doesn't work?
image

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snarlynarwhal avatar snarlynarwhal commented on May 29, 2024

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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snarlynarwhal avatar snarlynarwhal commented on May 29, 2024

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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snarlynarwhal avatar snarlynarwhal commented on May 29, 2024

That seems to work well for me, thank you!

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