Comments (6)
This is something we can definitely try to implement at some point. It won't make the 1.0 release in a week or two, however.
from sharpnav.
I want this, too.
What is the current status?
from sharpnav.
I haven't started it just yet, and it will still take a while if I start now because it's going to be a pretty busy month for me.
It's also a fairly large feature that will require a lot of testing, so it may not be completely ready for use for a while after it's been implemented, but that part can definitely be sped up with contributions.
from sharpnav.
Just curious if there's been any progress on dynamic obstacles? would be awesome :)
from sharpnav.
Not yet, focusing on providing a clean API for 1.0 and adding fancier features like this after that.
from sharpnav.
Hey, good to know. Thanks. Actually I was wondering if we need dynamic
obstacles for what we want.
We want to be able to add or subtract to the navmesh at runtime. I.e. place
a building or build a bridge. If we were able to recalculate a section of
the navmesh instead of the whole level I think this should be fine.
Is it possible to recalculate sections or regions of the mesh at runtime?
Thanks
Jesse
Not yet, focusing on providing a clean API for 1.0 and adding fancier
features like this after that.
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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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