Project RecastNavMesh on a different plane

Hello!

I have what I think is quite an interesting idea on how to solve navigation for a 3D side scroller game.
I am trying to figure out if it would be possible to have the RecastNavMesh projected in a different axis other than Z?
The reason being is that I’d like to have flying enemies and enemies crawling on walls and ceilings. Since I have no plans to add depth to the game I thought projecting it from the same direction as the camera is facing would be the best approach.
I have created a class deriving from RecastNavMesh and my plan was to do some override functions to tweak the projected direction.
Sadly, I’m not as proficient in C++ that I would like, so decided to go here to the forums with a few questions concerning this:

  1. Is this even possible? Or should I look into a completely different approach?
  2. Would my AI actually be able to use this NavMesh? Considering it wouldn’t be walking on it but rather next to it.
  3. Where (what functions) would be a good place to start looking?

Thanks in advance to anyone who takes the time to help out with this!
I’m feeling quite lost atm :sweat_smile: