I am discovering that UnityEditor.AI
navmesh constructing and UnityEngine.AI
navmesh constructing produce completely different outcomes which is inflicting issues for the sport I am engaged on.
Within the UnityEditor.AI navmesh you’ll be able to see that the walkways (blue) are indifferent from each other on the partitions and even the completely different zones present appropriate coloration eg pink (tunnel) vs blue (walkable) areas. On the UnityEngine.AI model the walkways ignore partitions so my character finally ends up all the time strolling by the partitions. The large difficulty is that something within the UnityEditor.*
namespace won’t construct to an executable as a result of compile-time logic restrictions.
I’ve seen that I can utterly change the make-up of my maze to get SOME of the outcomes I need however not all. I understand that the unity navmesh is a constructed outdated now however does anybody know the best way to get round these quirks ?