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Unity's NavMeshAgent and Smart Terrains

April 8, 2016 - 11:41am #1

Hello all,

I've been working on a project where I'm using the built-in NavMeshAgent in Unity alongside multiple Image-Targets to spawn AI agents, now this part I have but what I want to do next is implement Pathfinding using Unity's default behaviors. There is a tutorial here which hits very close, but it seems  a bit out of date as the NavMeshAgent in Unity (if I'm not mistaken) is based on A*, where as this tutorial seems to push for implementing A* manually. Is there a newer version of this or would someone have any details or a direction to move in, in regards to using the built-in NavMeshAgent and Smart Terrains? Thanks in advance for anything at all on this subject, I can't seem to find much via Google and that tutorial keeps popping up in my searches.

Unity's NavMeshAgent and Smart Terrains

December 26, 2019 - 5:51pm #3

Hi! I'm also having the same issue trying to implement AI navigation with smart terrain. Does anyone have the solution to implementing this? Do you keep Unity's nav mesh, or does Vuforia create one every time you scan a surface? Btw tutorial link is broken :(

Unity's NavMeshAgent and Smart Terrains

February 19, 2017 - 3:56am #2

Hi Yossarian, Did you ever have any luck with this problem?  I am trying to implement a similar project and am yet to successfully incorporate Navmesh.  I am currently trying to use the Unity 5.6 Beta Navmesh system but still without luck.

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