Comments (1)
At this point most of the internals of PolyMesh and PolyMeshDetail should be open. You can take the polygon info as well as connection data inside PolyMesh as the graph that you traverse with A*.
The way Detour does pathfinding is almost definitely going to be faster, though. If you need help with anything more specific than that, let me know. If you'd like some part of PolyMesh to be exposed publicly or to change the API in any way, also feel free to let me know.
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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
- Exception: The provided PolyMesh has no vertices. HOT 1
- MergeCorridorStartMoved does not resize the path HOT 1
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