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Mugen87 avatar Mugen87 commented on May 27, 2024

Sorry, I don't fully understand your issue.

Triangles are merged if it's possible to build convex regions. As the name implies convex regions have to be convex and coplanar.

When loading a nav mesh via NavMeshLoader.load(), you can use the options parameter to disable this processing. Just set mergeConvexRegions to false.

loader.load( path, { mergeConvexRegions: false } );

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YuryKonvpalto avatar YuryKonvpalto commented on May 27, 2024

Oh, thanks, that really did the job! It has not been mentioned in Yuka-Docs though.

Short question: each game-cell on the plane (each cell = tri ) has its own cost representing specific type of terrain (marsh, forest, hill etc.). So that e.g. NavEdge between flat terrain to hill has cost higher than node between two flat terrains.
Different types of terrain I gonna to mark in Blender with vertexpaint; different vertexcolor (red,green etc.) would correspond with specific cost for NavEdge. Then I iterate through all painted vertices of the plane to find matches with HalfEdges (vertices) of the navmesh-regions and apply costs to all NavEdges of the region if match is found.
Do I look in right direction or there could be other more simplified options?

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