I have a very simple question that may not have a straightforward answer... :P
I've got many identically sized nav meshes distributed far apart in my scene. They're very simple (rectangles) and until now I've been switching the default nav mesh around, when the player character changed its location in the map. That is...: I'm not using multiple scenes to change the location.
So... just by chance I've discovered that you can actually have multiple "turned on" nav meshes simultaneously. And my jaw dropped at that realization. :-O
My job would be SO much easier if I just activate ALL nav meshes in the scene and teleport the character around...
But I'm wondering about the performance cost and also the fact that I've got a warning without apparent consequences when I was testing the thing...:
What is a spanning tree in this context?
Anyway, this is not a serious question or issue. I'm just curious about this and will experiment to see for myself if the game explodes or not.
)
Thank you.
Comments
If your single "active" NavMesh has additional Polygon Collider components attached as children, then they'll be included in pathfinding calculations. They'll be treated as isolated, however, so a character can't travel between them. See the end of the Manual's "Polygon Collider pathfinding" chapter.