#Navmesh HCZ

1 messages · Page 1 of 1 (latest)

azure abyss
#

So I've tried to generate Navmesh and LCZ, EZ, Surface works, but HCZ on the other hand is not working.

Multiple theories are why this could be, I think NW just slightly fucked up while building the map and objects are offseted, don't think this would be the case.

lime pebble
#

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

azure abyss
#

is there a way to like build it on collisions only?

lime pebble
#

you can just rotate the mesh shrug

#

also you'd build the mesh per room, not per map

#

then make a navmesh out of that somehow
-# idk how navmeshes work tbh

azure abyss
#

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

lime turtle
#

it doesn't work

#

or at least it does work

#

but the corners etc... bug it so badly that is unusable

azure abyss
lime turtle
#

Nah mine do

azure abyss
#

this is where they stop

lime turtle
#

That means there’s no nav

azure abyss
#

I am using navmesh snift used with layermask "Default", "InvisibleCollider"

azure abyss
lime turtle
#

with navmesh

azure abyss
lime turtle
mossy zealot
#

@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

azure abyss
#

lemme send you ma setting

azure abyss
mossy zealot
#

You have to do that

azure abyss
#

so making thse down will make it better like very good veter

azure abyss
#

theoretically it should work here, but the NPC just stays at the same place

mossy zealot
#

@azure abyss oh right

#

DId you exclude Door layer from the navmesh layers?

#

IncludeLayers

#

remove Door layer

#

will bake then

azure abyss
#

entrance works perfectly fine, surface works perfectly fine, lcz works perfectly fine bum HCZ doesn't

mossy zealot
#

let me see

#

Not sure what the issue is here tho

#

Seems to be fine

azure abyss
mossy zealot
#

Try copy my settings

azure abyss
mossy zealot
#

No change

azure abyss
mossy zealot
#

Default area is default value

azure abyss
#

does the navmesh change between EZ and HCZ somehow?

mossy zealot
#

Wait you mean like EZ/HCZ checkpoint?

#

sec

#

builds fine too

#

¯_(ツ)_/¯

lime turtle
#

WAIT

#

WHICH SETTINGS ARE YOU USIGN

#

FOR HEAVY

azure abyss
#

I use the same for everything

lime turtle
mossy zealot
#

huh

lime turtle
#

from the heavy update navmesh break alot

#

in heavy

#

and trying to fixing them its impossible

mossy zealot
#

Hm let me do something

#

let me just

#

Bake it on map gen

#

and see what it does

azure abyss
#

@mossy zealot tha path status when generated is: Path was: PathInvalid

#

well yeah there is one partial also that isn't completed

azure abyss
mossy zealot
#
  1. ez doors doesn't work properly for baking
#
  1. some parts of hcz are not working either
#

But overall it should work

#

Idk

#

I'll have to test it more

azure abyss
mossy zealot
#

Well they do bake properly

#

Most of it

worldly nest
#

👀

cyan night
#

how use navmesh SteamHappy

worldly nest
#

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

worldly nest
#

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

mossy zealot
#

Issue with navmesh in hcz I found is that it takes disabled game objects into account

#

Apparently

worldly nest
#

hm

#

we could temporarily disable the disabled gameobjects' colliders

#

and then reenable them

#

if that helps

worldly nest
lime pebble
#

make your own mesh

worldly nest
#

I'm looking for an easier solution first before going on the grind

#

then having northwood change everything

#

and redo it again

lime pebble
#

you can put boxcolliders toomuchtrolling

worldly nest
#

same thing lol

#

i'd have to align them with the room meshes lol

lime pebble
#

that's not difficult at all

#

make a simplified version of the room mesh

mossy zealot
#

ton of them

worldly nest
#

oh dang

mossy zealot
#

But like it doesnt affect it

#

its just that disabled hallway props still make navmesh build around them

worldly nest
#

for runtime it just doesn't bake at all tho

#

at least using NavMeshComponents while in build

mossy zealot
#

Hmm

worldly nest
#

but enabling read and write would fix it right? at least no more errors

lime pebble
#

HCZ has pretty complicated meshes, and it will probably impact performance if thye make them readable