unity3d - Unity local avoidance in user created world -


i'm using unity3d networked multiplayer online game have large complex 3d terrain scene forest, trees, cliff, hills, mountains, bounders, etc.

players can build structures sort of minecraft, , put them anywhere in scene, or move them around anytime.

aside human controlled players, there automated ai players , objects animals roaming around scene following path.

the problem how make these automated ai players , animals, able navigate around static , dynamic player created structures, because path follow can blocked player created structures, or other players , other ai objects, cliffs etc. have find away around them or on track if tumble down off high cliff example.

so made navmesh , used navagents, takes care of static, non moving objects, how make ai players navigate around each other , dynamic structures created players can number in hundreds?

i thought of adding navmeshobstacle everything, result in being attached hundreds of objects since user created structures built using little pieces blocks or little tiles create larger object.

here questions:

  1. would attaching navmeshobstacle hundreds of little objects slow down game?

  2. is there way navigate of dynamic objects other using navmeshobstable without slowing down networked game?

thanks

based on documentation navmeshobstacle, 1 reasonably assume if carving (an obstacle "carving" piece out of nav mesh) disabled, obstacles affect agent performance when in agent's way. won't affect pathfinding. agent go around them when it's close. note not work if there many dynamic obstacles agents need different path. can set them re-carve piece out of nav mesh when they've moved amount. should test performance, sounds might work you.

http://docs.unity3d.com/scriptreference/navmeshobstacle.html


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