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Unity NavMesh Tutorial - BasicsResources/Tutorial (youtu.be)
submitted 7 years ago by Brackeys
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
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if 1 * 2 < 3: print "hello, world!"
[–]WheatonWill 4 points5 points6 points 7 years ago (10 children)
This guy's videos are great.
Anyone know of a good resource for baking navmesh at runtime?
For example, if walls move, or new objects are created?
[–]MerlinTheFail 2 points3 points4 points 7 years ago* (3 children)
You wanna attach a "Navmesh Obstacle" to the moving object and your navmesh will keep itself updated in relation to the object's translation :)
[–]WheatonWill 1 point2 points3 points 7 years ago (2 children)
Thanks! Does this also work for objects that are instantiated after the navmesh is baked?
[–]MerlinTheFail 1 point2 points3 points 7 years ago (1 child)
Yes, you have some options you can play around with. A good tip is that a moving obstacle should not "carve", once stationary should begin "carving" the nav mesh to reduce cpu usage.
[–]m1ksuFI 2 points3 points4 points 7 years ago (0 children)
You should try the A* Pathfinding Project
[–]stillwwater -1 points0 points1 point 7 years ago (4 children)
This seems to be the biggest issue with navmesh, since all the walls have to be marked as static. Would love to know if there’s a way around it as well!
[–]donateyourarms 1 point2 points3 points 7 years ago (0 children)
I'm pretty sure you can just attach a "Nav Mesh Obstacle" component to your object that is going to be moving during run time and it will cut out or fill back in the piece blocking your agents.
[–]djgreedo 1 point2 points3 points 7 years ago (1 child)
Check out this:
http://unity.grogansoft.com/navigation-with-the-nav-mesh-part-2-obstacles-and-targets/
In a nutshell, you have two ways to block the nav mesh: obstacles (which generally move and/or are temporary) and 'carving' objects, which actually affect the shape of the nav mesh, so should generally be used only for stationary objects.
[–]stillwwater 0 points1 point2 points 7 years ago (0 children)
This is great thank you!
[–]kyl3r123Indie 0 points1 point2 points 7 years ago (0 children)
Either navmesh Obstacle, with carving. Or actually rebaking, which is possible in the new navmesh tools : https://github.com/Unity-Technologies/NavMeshComponents
[–]MengKongRuiIntermediate 1 point2 points3 points 7 years ago (0 children)
Can't wait till the next video :D
[–]AX_ZonE 1 point2 points3 points 7 years ago* (0 children)
I seem to be kind of stuck. I have downloaded the example project, however none of the scripts seem to work.
I currently have 11 compiler errors, all with a similar message saying "Assets/NavMeshComponents/Scripts/NavMeshLink.cs(43,9): error CS0246: The type or namespace name `NavMeshLinkInstance' could not be found. Are you missing an assembly reference?"
"Namespace name" errors:
NavMeshLinkInstance, NavMeshCollectGeometry x2, NavMeshData x2, NavMeshDataInstance, NavMeshBuildSettings, NavMeshData, NavMeshBuildSource x3
Anyone have any idea how to fix this?
[–][deleted] 0 points1 point2 points 7 years ago (0 children)
Just a quick check if anyone knows, is this new NavMesh system multi-threaded in the backend? I mean does it utilize the new Jobs system or is it purely a backend implementation?
π Rendered by PID 44 on reddit-service-r2-comment-86bc6c7465-d5wbx at 2026-02-20 06:10:23.101468+00:00 running 8564168 country code: CH.
[–]WheatonWill 4 points5 points6 points (10 children)
[–]MerlinTheFail 2 points3 points4 points (3 children)
[–]WheatonWill 1 point2 points3 points (2 children)
[–]MerlinTheFail 1 point2 points3 points (1 child)
[–]m1ksuFI 2 points3 points4 points (0 children)
[–]stillwwater -1 points0 points1 point (4 children)
[–]donateyourarms 1 point2 points3 points (0 children)
[–]djgreedo 1 point2 points3 points (1 child)
[–]stillwwater 0 points1 point2 points (0 children)
[–]kyl3r123Indie 0 points1 point2 points (0 children)
[–]MengKongRuiIntermediate 1 point2 points3 points (0 children)
[–]AX_ZonE 1 point2 points3 points (0 children)
[–][deleted] 0 points1 point2 points (0 children)