NavMeshVolume only works in the PermanentLevel. If I add it to a specific level, it doesn’t do anything. But if I leave it in the PermanentLevel, it only has the information on the last navigation generated. So if I load a different level, the nav mesh is still using the old path.
How do I use a NavMeshVolume and have it generate the correct path for each level?
As you can see in this screenshot, the enemies are following the path of my other level. They’re actually underground which is kind of funny. My other level has a slightly lower elevation. It’s only coincidence the start area is roughly in the same area.
How am I supposed to use a NavMeshValume per level?
I can set them to be dynamic but that’s just ugly. I’m just wondering what is the proper way to do navigation per level. There is also the RecastNavMesh. I have 3 agents. For two of them, the level rebuilds the navigation internally (AStar navigation). But the default navigation is what one would typically use in the editor. That’s the one I’m having trouble with because I can’t seem to control when it gets generated and can’t do it per level.
Even though I have custom navigation agents that I’ve implemented and I’ve used recast nav meshes, I’m confused as to the relationship between the recast meshes and the NavMeshBoundsVolume. I’m not seeing anything that links them together either. And I have no clue how I’m supposed to be able to generate navigation per level other than just make the recast meshes dynamic and make the volume big enough that all my levels are inside of it. Seems like an extremely ugly hack to me.
Anyone know the proper way to do navigation per level?