Published: 30 May 2023
In this video you will learn how you can generate a Mesh at runtime based on the NavMesh Triangulation.
This can be used for debugging purposes or some cool ground-based shader effects. You will learn how to show the Navigation Mesh per agent type with the NavMeshSurface component from the Navigation Components as well as show different materials per area.
As of the Navigation Components 1.1.3, NavMesh.CalculateTriangulation() does not properly generate NavMeshTriangulation.areas per Navigation Area. Showing navigation areas therefore only works if you build using the legacy system, which does not support different navigation meshes per NavMeshAgent type.
๐จโ๐ป As always, all code from this video is available on GitHub: https://github.com/llamacademy/ai-series-part-45
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๐ Resources:
โซ URP Fading Objects In/Out: https://youtu.be/vmLIy62Gsnk
โซ Built In Render Pipeline Fading Objects In/Out: https://youtu.be/dIC4wbUgt5M
โซ Navigation Components: https://docs.unity3d.com/Packages/com.unity.ai.navigation@1.1/manual/index.html
โซ NavMeshTriangulation: https://docs.unity3d.com/ScriptReference/AI.NavMesh.CalculateTriangulation.html
โซ NavMeshSurface: https://docs.unity3d.com/Packages/com.unity.ai.navigation@1.1/api/Unity.AI.Navigation.NavMeshSurface.html
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