Do navmesh links actually work?

Thanks Kamrann, definitely confirms what I suspected. My biggest issue is that I can’t find a place where the NavLink proxy actually registers itself with the navigation system and then that somehow gets transferred to recast. The only clue I can find is in AddTile on the recast impl class.

I suspect you might be right though, the NavLinkProxy generates a unique ID value for itself. But this is probably not in sequence with the id value generated for the offmeshlink in the recast impl. The values are completely different.

As for you question about the level I’m working. I’m trying to get a custom path following component (derived from crowd following component) to follow a path that allows for the path to go up and down ladders as well as other types of traversal (doors, climbing over fences etc). I’m placing navlink proxies so the pathfinder in recast is giving me the correct paths. But I don’t have a nice way of implementing traversing custom path segments like doors and ladders, mainly because the segment traversal callbacks don’t fire for custom nav links. So the virtual methods I’ve overridden for SetMoveSegment etc simply give me 0’s for the segment index etc.

I’ve fudged doors using triggers, but I can’t do the same for ladders without it being a really big fudge :slight_smile:

What I want is basically some method to override, or an event callback when traversing the path nodes that start/end the ladder. None of which are working. I guess the next option is to implement a custom navlink proxy and see if I can get a callback on that when my agent starts using the link. But I think I already tried that before and it didn’t work :slight_smile:

Doesn’t help that all of this stuff is kind of untested and undocumented :slight_smile: