Megacrush Unity Assets
Runtime Navmesh Baker
Runtime Navmesh Baker
  • Runtime Navmesh Baker User Manual
    • Introduction
    • Technical Details
      • Input System (Old)
    • Video Tutorials
    • Getting Started
    • Nav Mesh Baker Component
    • Installing Samples
      • Text Mesh Pro Essentials
      • The Runtime Navmesh Baker Demo scene
      • Scene View Overlays
      • Runtime Navmesh Baker Configuration
    • Preparing a scene for Runtime Navmesh Baking
      • Navmesh Render Geometry
      • Use Primitive Colliders instead of Mesh Colliders
      • Allow Read/Write access to ALL meshes used for Mesh Colliders
      • Disable Batching Static for Scene Elements
      • Page Third Party Mesh Combination Tools1
    • NavMeshBaker API
    • Frequently Asked Questions
    • Extras
      • ClickToMoveController
Powered by GitBook
On this page
  1. Runtime Navmesh Baker User Manual

Introduction

PreviousRuntime Navmesh Baker User ManualNextTechnical Details

Last updated 1 year ago

Welcome to the Runtime Navmesh Baker, your solution for runtime generation of AI Navmesh in Unity.

The primary goal of this package is to allow you to generate a localized navmesh around the player as they move around your game world. The built in baking system does not work well with larger scenes, either requiring a very long bake time (or simply crashing). This package is designed to help you get around the limitations of the native functionality.

For example, say you have a large game map (around 1 km square in size), with buildings, props and other details. There is very little chance that you will get a successful navmesh bake out of a large map like this, and also, ‘why’ - it is not necessary in most situations. For a large map like this, you will typically only need AI navigation available in the areas close to the player, and spawn in new enemies and creatures nearby as the player moves around the map.

Launch Trailer for the Runtime Navmesh Baker