Pathfinding without a navmesh

Ok, so long story short, I am working on a project that cannot use a navmesh. I need to have AI that can chase the player, or go to any area in general, without using a navmesh or aimoveto. I have no idea if its even possible, but I really hope it is cause if it isn’t im kinda screwed. So, pretty much, ai navigation without using any built in ai things. Maybe using rays can help, but please lmk if you guys have any possible sollutions.

You could move the ai like a mesh using splines and have it interpolate along the spline to give smooth movement. Is this something that can work for you? Also unsure why you can’t use a navigation without more information there is ways to use if you it even in flying or space combat but will require more logic

Navigation just dosent work for us. It also likes generating like this:

this looks like a tell tell sign of your collisions being set up incorrectly or you may need to shrink the nav box to cover just the floor and not the whole box and approach it with a segment approach

maybe. We also are developing a game mod, not a game itself. We believe this is why ai isnt working, which is why we are trying to find an alternative.

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You could use eqs but it might be worth checking out the models as this could potentially cause headaches no matter what you use ie falling through, spawning on top unable to move room to room and will require extra work whether it be redoing collisions or implementation of extra logic for it to work and between the two redoing the collisions would be better in sense of allowing simpler ai coding

As hardingnick said - verify collisions on your models first. Using built-in navmesh will save you a lot of time.
If you decide this isn’t an option be aware that a lot of work is ahead of you.
You can use splines to move linearly along stairs or tight corridors, but if you want to be able to move freely in spacious areas you would have to implement a custom solution. One way would be to generate a custom navigation eg. grid-like, store it, and use it for pathfinding later. If your levels are big or require dynamic changes you can try to use flood-fill pathfinding to generate a grid dynamically.