I’d like to rebuild navmash as AI moves around it in multiplayer environment (classic client-server). I wasn’t able to find much info on this, but I managed to figure out some steps so this is what I have so far:
Check AI collider to be a dynamic obstacle, set it’s area class to _null and set it to affect navigation
Allow generating navmesh on runtime
Unfortunately when I start my game the navmesh doesn’t seem to update, the holes in it stay the same no matter where the AI moves. Does anyone know why could this be? Or how to resolve it? When tested in single player environment this works fine for me.
When you say holes stay in it - you may have objects that are affecting the navigation and blocking it. If so, you need to identify the objects and change that setting.
I should clarify, when testing my setup in single player environment everything works perfectly. It is only when I try to get it working online that things break. I don’t have issues with large levels either, but I wonder, in my game the player moves by clicking on the ground and then moving to that point, won’t using Navigation invokers (even when attached to player) limit where the player can click?
Hey can’t quite remember how I resolved it anymore but check out the answers below, it’s possible you just can’t see the navmesh rebuilding because you don’t see server version.
Anyway, I abandoned the idea in the end as it proved to costly