Search Unity

  1. Unity Asset Manager is now available in public beta. Try it out now and join the conversation here in the forums.
    Dismiss Notice

Additional info from NavMeshPath

Discussion in 'AI & Navigation Previews' started by Orimay, Feb 6, 2017.

  1. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    Hello everyone!

    Is there a way to get some additional info from NavMeshPath class? Like movement cost (we have remaining distance, that, as far, as I know, does not work with NavMeshLink). Also, why is there a warning for cost lower, than 1? Like I have portals, that should have zero cost for immediate teleportation. Wierd. Is there a way to detect if NavMeshPath corner is on NavMeshLink? I need to calculate the path regarding NavMeshLinks (since it's about teleportation).

    It shouldn't be hard to make those public, so I hope, this will happen soon.

    Thanks :)!
     
  2. Mycroft

    Mycroft

    Joined:
    Aug 29, 2012
    Posts:
    160


    I would second a request for this.

    In my turn-based project I often want to know the TotalCost of a Path, at what point along a Path is a specific Cost, etc

    Also, I would like to be able to find the points on the Path where it crosses to a new Area (and which Area it is)
     
    Last edited: Feb 7, 2017
  3. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    Here is where You can vote: https://feedback.unity3d.com/suggestions/more-access-to-navmeshpath
     
    Mycroft likes this.
  4. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    Still an actual issue