Comments (7)
So there are several compile configurations for various engines that use the engine's Vector3 implementation. I've been meaning to add one for Unity, I'll do that in a little while.
But since the standalone configuration should work in any trust level, including restricted ones like within browsers, I'll remove the offending code.
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So I added a Unity3D target. It's horribly broken right now since Unity prefers camelCase over PascalCase, so just keep using the Standalone target. I'll mull over different ways of fixing it.
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Update: removed the Unity3D target. There are already a lot of pathfinding libraries available (including the built-in one) and supporting the different casing of Unity3D's vectors will either be a pain in the ass or inefficient.
I may revisit this in the future if there's enough demand or a good reason why there should be another pathfinding solution for Unity.
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There should be one because the built-in is without the support of runtime navmesh generation..
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The Standalone version will work with Unity, you'll just have to convert SharpNav.Geometry.Vector3 into UnityEngine.Vector3.
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Is it possible to build SharpNav targeting .NET 3.5 for use in Unity?
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I don't thing there's anything in particular preventing that from working. If I'm using some newer API that prevents it from compiling against .NET 3.5, let me know (in a separate issue) and I'll make it work.
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Related Issues (20)
- Agents do not move when requested target is on the same polygon HOT 4
- Using SharpNav.SharpDX in conjunction with SharpDX 3.0.1 HOT 4
- FixupCorridor IndexOutOfRangeException HOT 11
- FindRandomPointAroundCircle IndexOutOfRangeException HOT 2
- No nearby polys InvalidOperationException
- Fail to compile against .NET 3.5 HOT 8
- .Obj exported from Unity3D causes System.IndexOutOfRangeException HOT 9
- OpenGL error on Example HOT 10
- .net standard version HOT 2
- ERROR HOT 1
- How to import NavMesh from Unity? HOT 1
- How are SharpNav dealing with Licenses? HOT 3
- CalcSlabEndPoints - Struct by reference needed HOT 1
- Dynamic Obstacle
- Is this library appropriate for my usage? HOT 3
- Mesh generation time. Testing on big meshes. HOT 2
- The "filter" in InitSlicedFindPath
- TiledNavMesh not lining up HOT 2
- Exception: The provided PolyMesh has no vertices. HOT 1
- MergeCorridorStartMoved does not resize the path HOT 1
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