• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by DJGhostViper · Apr 07, 2017 at 11:06 PM · navmeshagentnavigationrtsflyinghelicopter

Helocopter obstical avoidance (Navmesh agent)

Ive changed the helocopters nav mesh agent base offset so now it is floating in the air and I can move it as desired but the nav mesh agent below the helicopter that controls the helicopter still can bump into other nav mesh agents moving them when the helicopter is above them. The helicopter also moves around stationary objects that are obsticals but I want the helicopter to fly over the navmesh obsticals but because the nav mesh agent is still on the ground its treating the helicopter like a troop on the ground.

Summary

After messing with the navmesh base offset to allow the helicopter to move in the air with the agent on the ground, the helocopter is getting treated like it is on the ground so it moves around things it should be able to fly over. How can I make the helocopters nav mesh agent only worry about other objects it may run into while in the air only such as air obsticals or other helocopters?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

3 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by RealSoftGames · Apr 08, 2017 at 06:20 AM

You can indeed use a navmesh agent set the base offset on the NavmeshAgent component above 0alt text


nav.png (14.6 kB)
Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DJGhostViper · Apr 08, 2017 at 01:47 PM 0
Share

Ok but wont the navmesh move according to what is below it or will it ignore what is below it because it can just fly over it?

avatar image
0

Answer by Zymu · Apr 08, 2017 at 11:03 PM

Personally, I would ditch navmesh completely and use A* or something. This would allow you to set up "nodes" wherever you want as you please, which opens up the possibility of procedurally generated maps.

In my opinion, implementing your own pathfinding would be advantageous for lots of reasons. The top reason being the ability to alter what you'd like at runtime.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image DJGhostViper · Apr 09, 2017 at 02:02 PM 0
Share

Is there a good article on how to start this in Unity or have you done it before? @Zymu

avatar image
0

Answer by Zymu · Apr 08, 2017 at 11:21 PM

Personally, I would ditch navmesh completely and use A* or something. This would allow you to set up "nodes" wherever you want as you please, which opens up the possibility of procedurally generated maps.

In my opinion, implementing your own pathfinding would be advantageous for lots of reasons. The top reason being the ability to alter what you'd like at runtime.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

67 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Simple RTS movement offset 0 Answers

Get NavMeshAgents (Enemies) to not bunch up together 3 Answers

Unity Navigation in FixedUpdate 0 Answers

How to get AI to open closed door in NavMesh Pathfinding 0 Answers

Can someone explain strange Navmesh Agent behaviour? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges