Hi Needle Team,
I would like to create games which use IA. When I’m watching how to do it on unity, they use NavMesh a lot.
Do Needle implement it ? I didn’t find it on the documentation.
Have a good day
by user 224464722878005248
Hi Needle Team,
I would like to create games which use IA. When I’m watching how to do it on unity, they use NavMesh a lot.
Do Needle implement it ? I didn’t find it on the documentation.
Have a good day
by user 224464722878005248
Hi, we dont have a NavMesh implementation right now but it should be relatively easy to get something going with GitHub - donmccurdy/three-pathfinding: Navigation mesh utilities for three.js, based on PatrolJS.
Oh thank you very much !
by user 224464722878005248
Hi, it’s me, again
I’m currently working on adding NavMesh custom component by using needle to simplify Navigation for other project.
But I have a difficulty about the file extension NavMesh from unity.
Basically, the library PathFinding use the NavMesh as a glb file and it’s load separatly than the model (the level model)
Problem : in Unity it’s a NavMesh.asset which is used as information file in the scene
Not as a 3D Mesh.
Do you have an idea of how automatically export it as glb ? (I tried to find how do it manually on unity it seems that it can’t)
Or extract the mesh from the asset ?
by user 224464722878005248
It uses the mesh doesnt it?
Multiple meshes in fact
by user 224464722878005248
Have you tried just adding a field for the navmesh agent to your C# component and then use the serializer to export it?
You can use codegen too if you match the type name or use //@type UnityEngine.NavMeshAssetType
above the typescript field (not sure about the full name here)
Then you should get the data from Unity. Not sure what the format is tho
Oh yes, I tried to serialise it but I failed, I will try it and watch what’s in there
by user 224464722878005248
Failed how?
To add a field in my custom component to get the Nav Mesh in my script to console.log it
by user 224464722878005248
I forgot that the //@type exist
by user 224464722878005248
Yeah you can always also write a c# component by hand or add stuff outside the codegen guards (// NEEDLE_CODEGEN_END) or extend the partial class elsewhere
there’s an example in the docs for that too
Does it work?
Nop, I tried to load the NavMeshData as a mesh to use this function :
// Initialisation of pathFinding
const pathfinding = new Pathfinding();
const pathfindinghelper = new PathfindingHelper();
this.context.scene.add(pathfindinghelper)
const ZONE = 'level1';
let groupId;
let navpath;
pathfinding.setZoneData(ZONE, Pathfinding.createZone(this.myNavmesh?.geometry));
But the geometry of the NavMesh seems to be empty
by user 224464722878005248
So it generates an error
by user 224464722878005248