How to build path finding on big landscape?

Problem:

I want to build a game with big landscape for representing strategic view on the world (like in Mount & Blade or Total War series).I want to be able to move all units around this world. It does’t have to be very detailed but has to represent quite big world, so i can’t generate NavMesh because NavMesh Bounds Volume is too big.

Failed solution:

I tried to deal with this problem using NavigationInvokers but this isn’t good enough because i wasn’t able to move unit from one end of the map to point far away at the other end of the map. I implemented function that was just building path to point close to border of generated NavMesh at direction of that far away destination point and I moved my unit to that location. Proces was repeated until I reached the destination point. But it was very buggy because if there was some river or destination point was on another island my unit never reached destination point.

Conclusion:

So I suppose i need to implement some algorithm for path finding (A* maybe) that will work for my landscape mesh not on NavMesh because it’s too expensive, but I don’t have any idea how it have to be done.

Have you looked at the setting “Is Always Navigable”? I recall this being important for the nav mesh bounds and navigation invokers.

If you don’t need precise navigation I suggest tweaking navmesh generation parameters to use big voxels and big tiles (there’s a limit to number of tiles and polygons per tile). This should allow you to use a big navmesh bounds and therefore solving your problem :slight_smile:

Cheers,

–mieszko