#does com.unity.ai.navigation support com.unity.physics and dots?
1 messages · Page 1 of 1 (latest)
they work fully agnostic of each other
I have some doubts
Whether the plane object should be placed in the scene or subscene?
Then should the plane be mounted with a collider or a physics shape && physics body?
I tried just mounting the physics body, but it didn't work
I have a lib which generates navmesh out of entities: both meshes and physics
https://github.com/bustedbunny/EntitiesNavMeshBuilder
but aside from that
they function completely separately
all this lib does is just feed navmesh input data, interpreted from physics shapes
Thank you. I will study it. Is there any more detailed tutorial?
it's very straightforward in use
great
Is there any EntitiesNavMeshBuilder test project that can be fully run?
I am a newbie in Unity and want to learn。
might as well write your own engine 😂
i got some error by EntitiesNavMeshBuilder module.
RuntimeNavMeshBuilder. Source Mesh missing at index: 0
UnityEngine.AI.NavMeshBuilder:UpdateNavMeshDataAsync (UnityEngine.AI.NavMeshData,UnityEngine.AI.NavMeshBuildSettings,System.Collections.Generic.List`1<UnityEngine.AI.NavMeshBuildSource>,UnityEngine.Bounds)
EntitiesNavMeshBuilder.Systems.NavMeshBuilderSystem:OnUpdate () (at ./Library/PackageCache/com.bustedbunny.entitiesnavmeshbuilder@1ba4478d7c/Runtime/Systems/NavMeshBuilderSystem.cs:114)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:739)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:697)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:739)
Is there anything that needs extra attention?
your mesh is null
Where exactly do you set the mesh?
I set it up according to GameMap->Terrain in rtsdemo
MeshFilter I think?
I don't remember tbf
ah
looks like you have multiple submeshes
don't think I added any support to that
best use colliders
they are likely to have least errors
What I am imitating is this component in rtsdemo. It seems to exist in my code.
I think I found the problem,
The terrain I set is static, so an error is reported. Once the static attribute is removed, it will be normal.
@issue i try to use code
EntityManager.SetComponentEnabled<Pathfinder>(entity, true);
to set Pathfinder enable.
but it will disable automatically. What's the problem here?
and sometimes I will get some errors
System.ArgumentException: The start location doesn't belong to any active NavMesh surface.start
This Exception was thrown from a job compiled with Burst, which has limited exception support.
0x00007fffd97f9395 (2fd9973554be487deb762003d629315) UnityEngine.Experimental.AI.NavMeshQuery.BeginFindPath (at C:/game/project/War3/Library/PackageCache/com.unity.burst@1.8.10/.Runtime/unknown/unknown:0)
0x00007fffd97f4ae7 (2fd9973554be487deb762003d629315) Pathfinding.Systems.PathfinderSystem.ProcessQueues.Process (at C:/game/project/War3/Library/PackageCache/com.unity.burst@1.8.10/.Runtime/Library/PackageCache/com.bustedbunny.pathfinding@3b93fd6044/Runtime/Systems/PathfinderSystem.cs:215)
0x00007fffd97f8cc7 (2fd9973554be487deb762003d629315) Unity.Jobs.IJobForExtensions.ForJobStruct`1<Pathfinding.Systems.PathfinderSystem.ProcessQueues>.Execute(ref Pathfinding.Systems.PathfinderSystem.ProcessQueues jobData, System.IntPtr additionalPtr, System.IntPtr bufferRangePatchData, ref Unity.Jobs.LowLevel.Unsafe.JobRanges ranges, int jobIndex) -> void_79c8a10d7c43a903cc3bc3eb2d78e4f0 from UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null (at C:/game/project/War3/Library/PackageCache/com.unity.burst@1.8.10/.Runtime/unknown/unknown:0)
0x00007fffd97f3086 (2fd9973554be487deb762003d629315) fd0ea727036fca51a2a2eda404f4beb8
https://github.com/bustedbunny/Pathfinding/blob/3b93fd6044494941ce9b5762a3f65ca30b353b17/Runtime/Systems/PathfinderSystem.cs#L215 in this code need check from and to IsValid
@mint sinew hello chief, thank you for making ur code public. How can I add new entities at runtime and have them carve the navmesh? I get error when adding new entities with EntityManager or command buffer "RuntimeNavMeshBuilder. Unknown source type: 17" OR " Source Mesh missing at index: ". Do I need to somehow add the new meshses before the systems run? All the new Entities are prefabs that have the navmesh authoring component
no idea what that error is
show full stacktrace
@mint sinew
RuntimeNavMeshBuilder. Source Mesh missing at index: 7
UnityEngine.AI.NavMeshBuilder:UpdateNavMeshDataAsync (UnityEngine.AI.NavMeshData,UnityEngine.AI.NavMeshBuildSettings,System.Collections.Generic.List`1<UnityEngine.AI.NavMeshBuildSource>,UnityEngine.Bounds)
EntitiesNavMeshBuilder.Systems.NavMeshBuilderSystem:OnUpdate () (at Assets/_KDREAMS/EntitiesNavMeshBuilder-main/Runtime/Systems/NavMeshBuilderSystem.cs:113)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:739)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:697)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ComponentSystemGroup:UpdateAllSystems () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:739)
Unity.Entities.ComponentSystemGroup:OnUpdate () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ComponentSystemGroup.cs:697)
Unity.Entities.SystemBase:Update () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/SystemBase.cs:418)
Unity.Entities.ScriptBehaviourUpdateOrder/DummyDelegateWrapper:TriggerUpdate () (at ./Library/PackageCache/com.unity.entities@1.0.16/Unity.Entities/ScriptBehaviourUpdateOrder.cs:526)
this is after instantiating Entity with Entity manager. The Entity comes from prefab that has Nav Mesh Authoring component with Type of Mesh. The order of the system running doesn't make a difference or using a command buffer
var newEntity = EntityManager.Instantiate( buyMenuSingleton[ _indexToUseFromBuyMenu ].BuyMenuItems ) ;
EntityManager.SetComponentData( newEntity , LocalTransform.FromPosition( new float3( 5,0,5 ) ) ) ;```
if I just continue the scene after the error the object DOES appear and DOES carve the navmesh as expected