Product Chat / [SOLVED] Larger NPC navmesh

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Sumant Bag 1992
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Posted: 27th Feb 2024 13:13
How to make the navmesh for the npc characters cover the complete terrain or playable area ???

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synchromesh
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Posted: 27th Feb 2024 19:25 Edited at: 27th Feb 2024 19:27
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Well you shouldn't really.
Thats the whole point of why it does what it does.
The Navmesh is generated when you place an asset and it will all join as one when needed.
If not they your just wasting resources and slowing your game down.
BTW .. This is the GameGuru Classic section .. The Max section at the top of the forum.
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Sumant Bag 1992
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Posted: 29th Feb 2024 12:59
https://forum.game-guru.com/thread/224281
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jannickz
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Posted: 19th Apr 2024 08:38 Edited at: 22nd Apr 2024 08:07
Most game engines use the concept of "Navigation Static." This tells the engine which objects in your scene are part of the environment and should be considered for walkable areas. Make sure all your terrain and platforms are marked as static.
ssegold
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eachhabitual
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Posted: 2nd Jul 2024 05:45
Thanks synchromesh for solution.
avoidmutation
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Posted: 16th Jul 2024 04:32
It turns out that's it, thank you admin and @jannickz for answering
icanbeetroot
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Posted: 1st Aug 2024 03:59
Thank you, synchromesh, for providing the answer.

snailskayaker
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Posted: 9th Aug 2024 03:29
If you have multiple NPC types with different sizes, consider creating multiple NavMeshes with varying parameters to cater to each type.
HNpis
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Posted: 3rd Sep 2024 20:42
When you're working with NPC navigation in game engines, the concept of NavMesh (Navigation Mesh) is crucial for ensuring that your characters can move intelligently across the terrain or playable area. However, covering the entire terrain with a NavMesh might not always be the best approach due to resource constraints and performance considerations.

Key Points to Consider:

NavMesh Generation: NavMeshes are typically generated based on the static environment of your game. When placing objects like buildings, obstacles, or terrain features, the NavMesh dynamically updates to create a walkable area for NPCs. This ensures that your NPCs move logically, avoiding obstacles and navigating the environment effectively.

Efficient Use of Resources: Covering the entire terrain with a NavMesh can lead to unnecessary resource consumption, which could slow down your game. It's essential to focus on the areas where NPCs are likely to move or interact, rather than generating a NavMesh for the entire map. This approach conserves computational resources and enhances game performance.

Marking Objects as Navigation Static: In most game engines, you can designate objects in your scene as "Navigation Static." This tells the engine that these objects are part of the environment that should be considered when generating the NavMesh. Ensure that all relevant terrain and platforms are marked correctly to optimize the NavMesh.

Multiple NavMeshes: If your game features NPCs of different sizes or with varying movement capabilities, you might consider creating multiple NavMeshes with parameters tailored to each NPC type. This approach ensures that each NPC can navigate the environment according to its specific needs, improving overall gameplay dynamics.

Balancing Coverage and Performance: It's a balancing act between covering enough of the terrain to allow for smooth NPC movement and not overloading the game engine with excessive NavMesh data. Test different configurations to find the optimal balance for your game.

As a side note, while working on your game design, it’s always beneficial to keep an eye out for gamer choice when considering the various options available for NPC behavior, as different strategies might work better depending on your target audience and the type of game you're developing.

In conclusion, while it's tempting to cover the entire terrain with a NavMesh, focusing on key areas, using efficient resource management, and possibly creating multiple NavMeshes can lead to better performance and a more enjoyable gameplay experience for your users.
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