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DotRecast - a port of Recast & Detour, Industry-standard navigation mesh toolset for .NET, C#, Unity3D, games, servers

Results 17 DotRecast issues
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I'm in the memory profiler today checking in on my program and was surprised by the number of objects that DotRecast is creating and keeping live for what might be...

Rider keeps telling me that Small Object Heap allocation is high for the DtCrowd.Update method. ![image](https://github.com/ikpil/DotRecast/assets/13068064/5e447f72-8524-42de-b7b0-a1889daedc76) ![image](https://github.com/ikpil/DotRecast/assets/13068064/e01401c3-fc14-4f4a-aaf4-5a82cb68ef0e) This is my usage ![image](https://github.com/ikpil/DotRecast/assets/13068064/1fbdbf14-6128-445e-9fcd-9c8eec1b13d9) Where the Update method is called every 0.3......

So I've got this error: `rcBuildContours: Bad outline for region 6, contour simplification is likely too aggressive.` This is how raw vs simplified looks: ![image](https://github.com/ikpil/DotRecast/assets/20607474/7d819e1b-32ff-4eb4-b77f-3d5e9b206de9) So yeah, the simplified polygon...

I've been investigating problems with incorrect pathing, e.g. ![image](https://github.com/ikpil/DotRecast/assets/20607474/830d720e-ee33-487d-902e-7e7cdc579112) After some digging, I've found that the root cause is the logic that removes vertices on tile borders while building polymeshes....

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my code like this: `var indexs = new List(){ 7, 0, 1, 2, 3, 4, 6, 7, 1, 2, 4, 5, 5, 6, 1, 1, 2, 5}; var verts =...

First of all thanks for the port. I refactored to use Vector3 instead of RcVec3f and the performance I had was like 4x faster on DtCrowd. Parallelism also improved a...

Hi, I'm playing around with OpenGL and trying to generate a navMesh with DotRecast. I'm a bit stuck because the detail mesh is always `null` after mesh generation. I'm using...

Hi, I want to use DotRecast in a test project I am building, but purely on my (dotnet, C#) server. I am using Unity as my GameEngine and now I...