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Found 6 results

  1. This is a continuation of the "Carved CSG causes incorrect navmesh generation" thread since it was locked: http://www.leadwerks.com/werkspace/topic/13848-carved-csg-causes-incorrect-navmesh-generation/ I am using the latest Beta build with the CSG Carve fix. After using the Hollow command on a CSG brush, the colliders are incorrectly positioned outside of the brush. This issue affects NavMesh. Below is a screenshot displaying the issue: However, when you save the map and reload it, the issue correct itself and positions the colliders correctly as shown in the screenshot below:
  2. today i made a test because i want the navmesh see the doors. can we get a input field player radius, that is used for the space around the obstacles? in the screenshot the left door is 88cm, then come 1 meter and then 1,5 meter
  3. hello, it seems the nav mesh is not generated at my stair modells , this models using a polymesh collision. (the ai can not find me.)
  4. How limited are our abilities to play with Nav-Meshes? I can tell an entity to use one and be told whether its possible or not and as far as I know thats pretty much it. Can Nav-Meshes be targeted functionally? I was trying to see if I could use Camera::Pick() to know when the mouse was over a Nav-Mesh. I can have half the solution in that I can tell if the returned position is within a Nav-Mesh but I cannot guarantee that the Pick() will choose the surface with the Nav-Mesh
  5. If I import a mesh into Leadwerks and set the physics property to convex hull or polymesh in the Physics tab and enable the nav obstical option, the models do not affect the navmesh at all.
  6. Hi when I build a Nav mesh in the editor or through my scripts it doesn't reach the ends of my terrain(using Leadwerks terrain). What can I do? Picture--
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