AI plugin now with NavMesh pathfinding

This is great news Normen!
I will supply some of my fixes to it when I am back from holidays.

In regards to the nav mesh generator timing out, that is fairly common if the cell size is tiny. It will spin and spin and spin. It doesn’t do much logging either so it is hard to tell what is going on. Maybe we could hook into the newer native critterAI libraries in the future, since they are up to date and used by many projects.

Also, you can select a node and run the nav mesh generator on that (terrainQuad is a node after all). It doesn’t have to be a geometry. If you don’t see the mesh in the scene but see it in the Scene Explorer window, then just click on it and it will render in the Scene Composer.

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