Comments (4)
By the way, I actually encountered this problem while exploring a work-around for dynamically adding navmesh polygons to a mesh which seems to not be possible ATM. Is it? If not, it would make a great addition!
from navmesh.
Ah, thanks for doing the detective work and reporting this! This definitely looks like a bug. It probably makes sense for removeMesh
to simply just remove the mesh - no need to destroy the mesh as well.
As for dynamically adding, are you thinking along the lines of destructible walls where you'd want to be able to add or remove polygons mid-game? It might require a bit of recoding so that the calculation can be done without tanking the frame rate, but it does sound like a worthwhile addition. Happy to accept a PR on it.
from navmesh.
Should be fixed & published now. I'm going to close this issue, but feel free to respond here or open a new issue about dynamic navmeshes.
from navmesh.
@mikewesthad Thanks for the quick fix, it works as intended!
Regarding dynamically manipulating the navmesh, my usecase is building a live editor, but another scenario would be for example a RTS, where if you add a building, that spot should be removed (a hole should be added). This feature is supported by recast.js for example.
If I get the time, I will look into sending you a PR, not sure I have the velocity to inject myself into another project at the moment though :)
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Related Issues (20)
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