We need 64-bit world coordinates... to avoid origin shifting on huge maps. Some other engines did it already. If you try moving everything with navmeshes and people walking you will break the game for a second or so. Is there a better way to solve this issue in current Unity versions?
Very useful, Thanks! I really want to know if big open world use unity navmesh or A* pathinding pro assets, games like the forest. How do they handle the runtime baking? Isn't heavy to bake the navmesh in a frame for such case? Are they split the job in frames or something.
The tutorial could be a bit better with explaining things instead of just reading the code and say "you have to add this here", for example in the destination check you add +0.1f to the stoppingDistance, you could explain why you do this and why you picked this specific value
Seems you are new into game dev , there is much difference between A* Pathfinding and Navmesh. For instance you can seamlessly rebake Navmesh in async runtimwhere if you do this in a* pathfinder, it will crash the game or atleast cause lag spikes
@@csaratakij6339 I know, A star's not "asset", it's a method of path finding. Aron Granberg astar uses A star pathfinding method.. I'm a professional game developers working for studio, you can check my channel for some of my hobbies I have been using Unity since 2015. 😊.
@@csaratakij6339 I know. A star is not an Asset, its a "Method." Aron Granberg's uses A star pathfinding method. Nav mesh also uses A star pathfinidng method as well. "Its a method, not an asset." Everytime for my 2d projects, i use Aron granberg a* for my 2d games. It is really really great tool and unity should honestly buy it. but for 3d, Navmesh is far metter than Aron granberg a*, Async rescan was recenlty added upon frequent request on Aron granbergs. Navmesh came inbuilt.
Only videos I look forward to
very useful, thanks. quite good for any purpose
Amazing!
Very interesting feature I've been looking forward to for a long time now
Good brooo🎉
Oooooo cool
nice
We need 64-bit world coordinates... to avoid origin shifting on huge maps. Some other engines did it already.
If you try moving everything with navmeshes and people walking you will break the game for a second or so. Is there a better way to solve this issue in current Unity versions?
@3:55 it's unclear whether you added nav mesh somehow partially in the inspector or just added game objects with nav mesh obstacle component.
Very useful, Thanks!
I really want to know if big open world use unity navmesh or A* pathinding pro assets, games like the forest. How do they handle the runtime baking? Isn't heavy to bake the navmesh in a frame for such case? Are they split the job in frames or something.
I think it better to make chunks and only bake/update navmesh in the chunk where the player located.
Is there a way to use nav mesh agents within a job?
Anyone not using 1TBS is a barbarian and savage /j
The tutorial could be a bit better with explaining things instead of just reading the code and say "you have to add this here", for example in the destination check you add +0.1f to the stoppingDistance, you could explain why you do this and why you picked this specific value
This video has been needed for a year or more, awesome! That said, the code samples are teaching some awful coding practices.
Just pay the maker of A* pathfinding project a million bucks and call it a day.
Seems you are new into game dev , there is much difference between A* Pathfinding and Navmesh.
For instance you can seamlessly rebake Navmesh in async runtimwhere if you do this in a* pathfinder, it will crash the game or atleast cause lag spikes
@@glassystudio Seem like you new to the unity eco system. Not the "A* pathfinding algorithm", the "Aron Granberg's A* pathfinding project"
@@csaratakij6339 both uses A star path finding.
A star path finding is not asset, it's a method.
@@csaratakij6339
I know, A star's not "asset", it's a method of path finding.
Aron Granberg astar uses A star pathfinding method..
I'm a professional game developers working for studio, you can check my channel for some of my hobbies
I have been using Unity since 2015. 😊.
@@csaratakij6339 I know. A star is not an Asset, its a "Method."
Aron Granberg's uses A star pathfinding method.
Nav mesh also uses A star pathfinidng method as well.
"Its a method, not an asset."
Everytime for my 2d projects, i use Aron granberg a* for my 2d games.
It is really really great tool and unity should honestly buy it.
but for 3d, Navmesh is far metter than Aron granberg a*, Async rescan was recenlty added upon frequent request on Aron granbergs. Navmesh came inbuilt.