I have a slight problem with navigation invokers vs a fully nav meshed world.
Currently I have a system set up where my nav invoker AI will:
- find out which direction their target location is, which most likely is outside their ‘tile generation radius’
- select the closest point within their ‘tile generation radius’ and go there
- then repeat previous steps until they’re as close to their target position as possible.
However this can lead to problems when they have to go around objects that are larger than their ‘tile generation radius’.
Here’s a picture explaining the problem:
In frame 1 and 2, the AI tries to move as close to the target position as it can. Constantly finding the closest point within its generated ‘tile generation radius’, however eventually it reaches a wall and the opening is out of reach so it’ll simply get stuck there against the wall.
In frame 3, with the whole world being navmeshed the AI will find the proper route around and inside.
Is it solvable with the dynamic invokers without having giant tile generation radiuses around them?
Hopefully my crappy mspaint illustration gets the point across, I guess I can post videos or something if it’s not clear enough.
All help greatly appreciated, thanks.