navmesh | navigation mesh in golang | Service Mesh library
kandi X-RAY | navmesh Summary
kandi X-RAY | navmesh Summary
navigation mesh in golang. #install go get github.com/xtaci/navmesh/demo.
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Top functions reviewed by kandi - BETA
- Route is a shortcut for the route
- AppMain starts the application .
- Creates a Matrix from a given mesh .
- Main entry point
- intersect returns the intersection of a and b .
- getTriangleId returns the id of the vertex
- Inside returns true if the point is inside the box
- NewTriangleHeap creates a new TriangleHeap .
- calculates the sign of two points .
navmesh Key Features
navmesh Examples and Code Snippets
Community Discussions
Trending Discussions on navmesh
QUESTION
I don't know why, but when I tried to give a ship a navmesh agent, when played it suddenly flipped From this Normal Ship To this Flippedship. And when I check it, it is because the area of the navmesh agent is on top of the ship like this.NavMeshAgent area for the ship. Is there anyway to change it?
...ANSWER
Answered 2022-Mar-11 at 09:33PlayerUnitShipRoot <----NavMeshAgent
PlayerUnitShip <----Mesh Filter & Mesh Renderer
QUESTION
I am trying to make a NavMesh in Unity. So when I look up any of the tutorials, they show / tell that you can simply make a plane for example navigation static, and then go to window -> AI -> navigation and click the bake button.
However, both the bake as well as the clear button stay grey and they are not clickable at all. I cannot find an answer, so if anybody got an idea, ill be very gratefull.
...ANSWER
Answered 2022-Mar-02 at 18:10Always make sure you are not in play mode!!
QUESTION
so this issue is fixed, the problem was that the U in Update wasnt capitalised
me and a few friends started making a FPS a few weeks ago and I'm now trying to get the AI to just walk towards the player but the enemy just stands still like a random object.
I have tried to rewrite the code, redo the NavMesh, redo the player and enemy components (with help from my brother who is an indie dev), I followed unity's documentation, even tried to do the AI in a different project but it just doesn't work.
I don't get any errors, so I don't know what I'm doing wrong, been at this AI for a day or two now
...ANSWER
Answered 2022-Jan-06 at 18:22Update()
should be capitalized. Also, why are you setting target
every frame?
QUESTION
I (a very amateur programmer) am trying to make an environment in A-frame where you point a cursor at different objects and it changes the displayed value on a thermometer: https://fst-retail-safety.glitch.me
The site never loads completely on the first try but reliably loads upon refresh. If I omit the cursor listener from the GLTF used for the environment, it also loads correctly. Any ideas on how to fix this? Perhaps the cursor is trying to fuse with the background object before it loads and it's causing an error? Many thanks for any help.
...ANSWER
Answered 2021-Dec-07 at 07:39I've opened it up, and when something in the scene isn't loaded, there is a nice log in the console:
QUESTION
- I made a zombie with a Navmesh
- I made the zombie follow the player by agent.destination
- I made the zombie if close to target he will start attacking
-My question is how to stop the zombie from waking towards the player if he is in attack state but keep him rotating towards the player because if i set the navemesh agent speed to 0 he will stop rotating too.
...ANSWER
Answered 2021-Jun-09 at 14:22I was trying to add a comment, but need more reputation for that. So had to make an "Answer" to reply.
Are you using the same speed var to multiply with the speed of your zombie to also multiply the rotation with?
If so, try adding a seperate var for the rotation speed.
QUESTION
I am building a game where the player can be controlled using the mouse input, using a click to move logic via a navmesh agent.
In order to let the player jump, I started using a CharacterController as well which should help managing the player. My issue is that I can't figure out where to put the jump logic. All references I found are related using the character controller without the navmesh agent.
I can get rid of the CharacterController if needed, but the NavMeshAgent has to stay.
Here it is a working code which allows to walk. Can you please help me with the jumping logic?
...ANSWER
Answered 2021-Feb-03 at 07:44The jump logic should be inside the Update()
method since we want the height to be calculated every frame.
QUESTION
I am currently working on a fire evacuation project using Unity Engine navmesh component. However, when I increase the number of agents, the performance of evacuation decreases significantly. Some agents are waiting very long time to evacuate. Do you know how can I solve this navmesh agent performance issue ?
...ANSWER
Answered 2021-May-17 at 19:57I think you need to provide more detail because if your agent going out of the door or something like this you can use a list or queue to just active first
QUESTION
I'm using unity with C# in Visual Studio 2015 and whenever I use something like this:
...ANSWER
Answered 2021-Mar-11 at 06:08It's a C# 7 feature not available in Visual Studio 2015, you have to whether upgrade to 2017 or just ignore it.
EDIT: ended up using Visual Studio Code at the end, coz for me Visual Studio 2017 was too much of a size, 50GB compared to 2015 with only 9GB
QUESTION
I am currently designing a maze game in unity and have some enemy AI which chases players around the maze. If the player gets to a certain tile on the maze it'll generate a new maze with slightly larger dimensions.
I've been using the unity AI NavMeshSurface class to achieve this and calling surface.BuildNavMesh()
to generate the nav mesh once the level has been generated.
The current level's maze game object(s) get destroyed each time the level is regenerated:
...ANSWER
Answered 2021-Jan-11 at 06:21Turned out to be something strange I'd done. For those interested, it was my misunderstanding that calling Destroy on my maze objects is not finished until the frame has ended. So the NavMesh was generating for both the new and the old maze
Therefore I needed to dispose of the current maze objects in the current frame and update the NavMesh in the following. I did this with the following code by calling FlagLevelForProgression
instead of GenerateNewMaze
:
QUESTION
I've attempted to bake a Navigation Mesh in Unity3D
on a plane with no success. I haven't had this problem until recently, around the 2020.1
release date. I set the plane to navigation static, walkable, and baked the navigation mesh with the plane selected. A NavMesh
object was created. The 'Source Bounds Extent' becomes very small after baking. The navigation mesh does not appear on the screen at all, when normally it should appear in blue. Wondering if anyone else had this problem recently or if there is something I can do to correct it.
ANSWER
Answered 2020-Jul-27 at 04:40This is a problem I've had very recently also but I have fixed it by turning on Gizmos. The Navmesh is actually there, but you just cannot see it. Turn on Gizmos (on the top of the scene window) to see the Navmesh fully baked! If the above suggestion does not work, try checking the Walkable layer is on the target object.
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