Comments (2)
Already almost implemented it myself with your ObjModel class and SlimMath library. Let me know If you are going to add this feature and I'll post my code here.
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Not in the Examples project. In the next few weeks we're going to clean up the last few major bugs, add unit tests, and have a "1.0" release.
After that, we're going to work on an editor of sorts that would allow you to create a scene with multiple models that you would then run through SharpNav, and it would allow you to tweak the mesh afterwards and also add in off-mesh connections and basically anything else you would ever want to do with a navmesh. This (along with a few other feature requests here) is something for that project. It will likely also be a separate repo that depends on SharpNav via submodule. So keep the code you have right now and I'll let you know when the repo is up and you can send a pull request then.
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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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