P0-A4: Part 559: Debugging, Refactoring
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.





