I am still fiddling around with the NavMesh navigation.
I’ve come to a point where I can generate pretty good looking meshes and want to use them now to send a figure to a goal.
I wanted to test this with an obstacle.
I have a scene (basically a street) with an obstacle that leaves at each side a space to allow passage.
The navmesh that is generated looks perfect. It “hugs” the obstacle.
Now, I want to send an avatar from one side of the obstacle to the other side.
Depending on where the goal is, the avatar either jumps the obstacle or stands in front of it and “is stuck”.
The waypoints generated indeed lead over the obstacle.
Why oh why does the Navigation alghorithm not use the space at either side of the obstacle?
Why do the waypoints lead over the obstacle?
I dont think that I can provide code because this is part of my thesis work.
I just would like to know if anyone has faced a similar problem and can point me into the right direction.
If there’s anything else I can provide (except code), please let me know.
Edith: I should say that I’ve already checked that I set the gravity of the player AFTER adding it to the physics space.