#Navmesh HCZ
1 messages · Page 1 of 1 (latest)
i guess you could build the meshes in Blender and import them into unity
this won't solve clutter, but you'd get the rooms' geometry done
i mean a simplified mesh of the room
I don't think that would be working on all rooms and all seeds
is there a way to like build it on collisions only?
you can just rotate the mesh 
also you'd build the mesh per room, not per map
then make a navmesh out of that somehow
-# idk how navmeshes work tbh
I am building it per room
there is a way to get all the gamObjects of the game, so the question is would it be overkill?
I'll test that and see
it doesn't work
or at least it does work
but the corners etc... bug it so badly that is unusable
Nah mine do
this is where they stop
That means there’s no nav
I am using navmesh snift used with layermask "Default", "InvisibleCollider"
do you use smth else that they go there?
i use my system and make like normal stuff
with navmesh
normal stuff?
like connection etc
@azure abyss You have to adjust the nav mesh agent settings
Navmesh is generated for specific "nav mesh agent" which has predefined width and height
its likely that there is no path for that agent of width and height
Like this, but the SL door model and size simply may not generate it
omg david hellooo
lemme send you ma setting
did you try to fuck around with it?
You have to do that
so making thse down will make it better like very good veter
I don't think that's the case
theoretically it should work here, but the NPC just stays at the same place
@azure abyss oh right
DId you exclude Door layer from the navmesh layers?
IncludeLayers
remove Door layer
will bake then
the only layers I have is:
public static LayerMask NavMeshLayers = LayerMask.GetMask("Default", "InvisibleCollider");
entrance works perfectly fine, surface works perfectly fine, lcz works perfectly fine bum HCZ doesn't
it stops working right at the checkpoint room
Try copy my settings
I have height mesh on
No change
how do I get the humanoid type and walkable because I don't know what number it is under
these settings also doesn't work
does the navmesh change between EZ and HCZ somehow?
David im going to kiss you
huh
from the heavy update navmesh break alot
in heavy
and trying to fixing them its impossible
@mossy zealot tha path status when generated is: Path was: PathInvalid
well yeah there is one partial also that isn't completed
was there any difference?
- ez doors doesn't work properly for baking
- some parts of hcz are not working either
But overall it should work
Idk
I'll have to test it more
wait so some parts of HCZ work for you?
👀
how use navmesh 
NavMesh seems to ignore the new fences and is inconsistent with the boxes. Adding the "Fence" layer doesn't seem to change anything
actually nvm the navmesh just doesn't even work at all in HCZ
the difference here might be that plugins are forced to use NavMeshComponents, while the UnityEditor might behave differently
Found the issue
no read access to meshes
@mossy zealot how possible is it for you or some other dev member to enable read/write access on those new HCZ meshes in the next update? This wouldn't affect much of the game to my knowledge and only allows us to bake the nav mesh properly
also check GR18 room and PT00 in LCZ
Issue with navmesh in hcz I found is that it takes disabled game objects into account
Apparently
hm
we could temporarily disable the disabled gameobjects' colliders
and then reenable them
if that helps
UnityEditor can read the meshes, but at runtime, the read/write import option will apply
I'm looking for an easier solution first before going on the grind
then having northwood change everything
and redo it again
you can put boxcolliders 
Uhhh no same errors in editor console
ton of them
oh dang
But like it doesnt affect it
its just that disabled hallway props still make navmesh build around them
for runtime it just doesn't bake at all tho
at least using NavMeshComponents while in build
Hmm
but enabling read and write would fix it right? at least no more errors
HCZ has pretty complicated meshes, and it will probably impact performance if thye make them readable