Hello,
I have a project where the player automatically moves between waypoints in a world that randomly loads large landscape levels. (see attachment).
The issue I am having is trying to come up with a navmesh solution that allows the player to travel the complete distance over random levels.
When using static Navmesh the player will not recognize the navmesh of the loaded levels.
I tried invokers. I have yet to get it to work on the player but I could simulate enough by dragging and dropping a player character into the map. Those tests revealed that the waypoint will need to within the radius of the invoker. I would like to avoid that if possible due to the large amount of time that would be needed to place that many waypoints. However, if that turns out to be the best way I guess I would just need to figure out why it is not working on the player.
I can change the navmesh to dynamic and that works but it takes 5 minutes for the navmesh to build on each playthrough which is not ideal.
I am currently trying static navmesh with a persistent level/sublevels. However, this process seems to load all the navmesh on top of each other on the first level.
Does anyone have any ideas the best process for my set-up? If anyone knows of any links to resources that may help I would appreciate that as well.
Thank you for your time.