Replies: 2 comments 6 replies
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Hey @Samsy, if you're comfortable doing so, could you share the model you're using and the code you're generating the navmesh with? Happy to take a look 🙂 Some others have reported similar issues with tiled navmeshes in particular. From the visuals I take it you're using a tiled navmesh? It's often the case that the issue is actually an issue with the recast/detour c++ libraries themselves. That said - I think it's always good to start here and make sure the javascript bindings aren't the issue before creating noise for the library maintainers. |
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Hey @Samsy , it looks like If so, you're also invoking I would only invoke this when the target changes. It might help. If not, could you provide a repro e.g. by exposing a branch on codesandbox? |
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Screen.Recording.2024-03-01.at.15.40.29.mov
Hey hello there,
Thanks again for the work done, it's really impressive
I've got a bit of trouble understanding the agents : see video
Sometimes they are not able to find a path, and they just hit continuously the wall, but also sometimes, they fail to go through a tile, like if a tile limit is preventing them to go through.
This is my updateAgentPositions, I'm passing the target position ( the player position ) and the delta
Also, this is how I'm creating those agents :
I've been following all the presets, moved things around, but never can find a good path finder solution yet
Also, another question, I'm very often getting those geometry discrepancies on the generated mesh, I don't know if anyone ever bumped into this yet
Edit: I did fix the discrepancies a bit by lowering the edge length to the minimum, but I think this is also related to :
#156
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