Pagina's

Wednesday, 4 December 2019

Ghosts on the navmesh

Good morning. I'm on my way again. The last couple of days I have been working on my characters for Holocene. First, I was building models in Blender, which took a lot of time without being successful really. Especially weight painting is terrible, when you try to keep things low poly. Shoulders are terrible to get right. After some days of trying, I decided to halt the character modeling for a while and use my proven primitive shape model in Unity.

Now that I decided that, I set that up. I have my tiles with a navmesh surface component to them, so the agents know where they can go. When I drop my guy on though, it does not really catch it. I think that is because the navmesh is above the surface somehow, making it difficult to work with. By changing the agent's offset and applying that to the prefab, I get this unsatisfactory result when I send the agent to the player position.



Note that this is not a ghost game. Floating characters are not what I need. I went to bed frustrated yesterday because all I really want is to have the navmesh right on the surface and have the agents just attach. 

While I'm writing this blogpost,  someone on Twitter just suggested I create a navmesh myself and that is certainly a thought I'd entertained for a while. It'd instantly fix the surface thing, I just don't know how to get any decent path finding to work then. Possibly with waypoints al over the surface if that does not take too much resources.

The Twitter guy said he'd send me his scripts so I'll wait for that. I really hope it helps me set up a good system without Unity's navmesh system which is giving me trouble every step of the way. I'm really looking forward to creating the actual game mechanics, so I'm hope to get the necessary technicalities over with. If this all works out, I found myself a new hero!

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