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P0-A4: Part 559: Debugging, Refactoring

by on May.12, 2019, under Astral Realms, P-0, P0-A4, Software and Games, Spiritus Astrum

My new idea is to abandon the static ship concept, and return to the simpler idea of rotating the ship itself, but this time, I want to try to use Unity’s built-in nav mesh instead of the custom solution that I created.

The idea is to create a unity navmesh with some dummy objects on it, and keep this navmesh static. I can then translate the static navmesh positions to the actual AI agent on the rotating navmesh. This seems to work in concept at least, but I haven’t integrated it with my main AI solution yet.






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