Walking by a less cost to the destination

Hi everyone!

I’m looking for some advice on achieving a specific goal in my project. I want a character to walk from point A to point B, but if they find a more cost-effective path along the way, they should follow that new path. For example, initially, the character will walk across a simple field. Over time, the path they create will turn into a dirt sidewalk, and eventually, it will become a road.

I understand that you can assign different values to various surfaces, but I’m unsure how to implement this in a navmesh. Any guidance would be greatly appreciated!

Thanks in advance for your help!

Not sure about surfaces, but you can use navigation modifier volumes to increase the cost of certain areas. See

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