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keslabs avatar keslabs commented on August 14, 2024

Resolved through experimentation.

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Robmaister avatar Robmaister commented on August 14, 2024

If this was brought about by confusion or lack of clarity somewhere in the API, please share what went wrong so that I can clean it up before a 1.0 release.

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Robmaister avatar Robmaister commented on August 14, 2024

Also SharpNav will probably be a bit overkill/inefficient for pure 2d environments. You can change the units/scaling for everything by creating a new NavMeshGenerationSettings class. Right now there's only one preset group of settings, NavMeshGenerationSettings.Default, which provides settings for an average-sized human in a space where 1 unit = 1 meter. This will generally line up with the units that most physics engines work in.

If there are other common spaces/units that people work in, I can create additional presets in the class. SharpNav should work fine in most spaces, unless your units are massive or tiny (floating point errors/inaccuracies). All the classes in the generation process should have a constructor that accepts a NavMeshGenerationSettings instance.

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