h8man

Results 16 comments of h8man

Hello @wmeints I will check builds with navmesh to confirm this defect.

I checked RedHotSweetPapper build and reviewed source code. And found no issues. The snippet you provided placed intentionally to warn you that there is no NavMeshSurface for NevMeshExtension. I will...

@Louis-Soltys select your your agent and reduce its radius. Agents are in Navigation panel (Unity Window) Q: How to change NavMesh padding? A: Navmesh draws where the center of the...

Hi, So NavMeshSurface2d bakes navmesh, after that, its 'native' for unity. So lets look what surface do we get. The Z offset is kind of strange, what version of unity...

Hi, If navmesh is okay, and only thing that doesn't work is agent movement with keys - its better to ask question of forum, as I don't have Agent 2d...

@WoodlandDevelopment To set your Agent flat to the surface you can use Agent offset, but anyway you will have drift 0.0001f. The workaround is to disable position update and move...

@jcpickett1 Thanks for feedback. As I mentioned few times, I don't use Agent so I didn't get deep into it. But it seems Agent.NextPosition is simulated position and should include...

Hello @RUGMJ How does 'disable auto braking' and 'acceleration' makes agent to snap the movement to a 8 directional system? I would glad to include this trick into wiki.

Hello @GugaGuga9 I don't have ability to test such case. But in general: 1) Call `Surface2D.BuildNavMeshAsync()` only once 2) Don't call `NavMeshBuilder.UpdateNavMeshDataAsync` every frame, only when needed 3) Use cache...

Hello @LelouBil Unfortunately unity doesn't provide you with Agent "overrides". So for such custom pathfinding you need to write your own agent. Its somewhat 40-100 hours of work, greatly depend...