Comments (3)
Resolved through experimentation.
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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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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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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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