Deve3D Posted December 25, 2023 Posted December 25, 2023 (edited) Hi, Actually Navmesh agent is lacking, it is faster and more easy to make AI using it the way Unity or Unreal proposes. In Unigine we have to code all pathfinding and it's not optimised. I encourange to look how it is done in Unreal or Unity. Navmesh agents is lacking : Only need is to attach component Navigation agent to a character physics and setup some parameters. Those are the advantages : - easy to setup using component - optimised movement - multi threaded for performance - simple functions to call ( move to position, stop and others ) Edited December 25, 2023 by Deve3D
bmyagkov Posted December 26, 2023 Posted December 26, 2023 Hello! @Deve3D Refactoring navigation objects is on our to-do list but unfortunately we cannot provide an ETA yet. Thanks for the suggestions anyway!
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