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shadmar

Paint area of navmesh

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I had to do this do for a strategy game with multiple islands.

1. Make 1 giant csg box at the same height of the water going all the way down

2. Check the navmesh obstacle option

I considered doing this too but didn't try it yet. Knowing it worked for you, I'll give it a shot.

 

Still would love to know the code Josh suggested though; how to access and properly remove navmesh triangles. And bonus points if we can put the triangles back (didn't we have an issue with dynamic door navigation that that would solve?).

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I considered doing this too but didn't try it yet. Knowing it worked for you, I'll give it a shot.

 

Still would love to know the code Josh suggested though; how to access and properly remove navmesh triangles. And bonus points if we can put the triangles back (didn't we have an issue with dynamic door navigation that that would solve?).

A quick test reveals the following show that this trick still works.

 

1. Place a box with its bottom on the ocean line.

post-45-0-37451800-1484162370.jpg

 

2. Make the box higher than any mountain, otherwise the terrain will create a navmesh going from the terrain to the top of the box.

post-45-0-83091000-1484162365_thumb.jpg

 

 

3. Generate navmesh and tada: shoreline. note that you still have a navmesh on the ocean floor, but the agents can't reach it.

post-45-0-72669700-1484162362_thumb.jpg

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you can program the ai to stop walking or turn around when it reaches a point below a certain height.

 

9PYEjKy.png

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