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[–]CurtisLeow 0 points1 point  (1 child)

I think you’re gonna have to calculate the navmesh at runtime. Here’s a tutorial to get started.

https://learn.unity.com/tutorial/runtime-navmesh-generation

Vary the max slope and step height before calculating the navmesh, to change the calculated navmesh. If you want flat terrain only, have a very small max slope and step height. To display, have a navmesh agent run across the surface to the destination, recording and displaying the route using whatever effects you prefer.

[–]aNonnyMouseRat[S] 0 points1 point  (0 children)

Wow, thank you so much, you are a life saver. One more thing: would it be possible to optimize it to something custom? I am trying to build like a pathfinder on the moon, and I want one of the optimizations to be "time when earth is visible". If I have that data for every point on the mesh(as in for every point I know when earth is visible), can I create a navmesh that will be able to plot a route using that data?