Friday Progress Report 222
After wasting the last two weeks trying several auto-generated navmeshes and their pathing algorithms we couldn't find a single one that worked, the worst one being Unity's own, but I can't really blame the tool, as we found out navmeshes are not supposed to be used on such huge maps like ours.
Luckily my brother found a solution, following the saying "want something done right? Do it yourself!" That is right... the only way to get the pathfinding done is to manually make all the navmeshes ourselves... this means the work falls down to me, but well at least it worked on our tests, so this problem should finally be fixed.
I will also have to rework the room connections and configurations later since we decided to stop using that system until the pathfinding started working properly.
I took the region map and split in smaller meshes, working with several small navmeshes seems to do the trick

I also split the road into another mesh, so we can add a preferential path for the NPCs to walk on.
Unfortunately we didn`t get much done this week, asides from the pathfinding complications we both got the big-coof-that-should-not-be-named and it knocked us both down for a whole day, we have been good enough to work since then, but with blocked/runny noses and slight headaches, should take about 3 more days to fully recover at this rate.
Next week I will be doing the navmeshes for the buildings, since it has to be done manually...
Luckily my brother found a solution, following the saying "want something done right? Do it yourself!" That is right... the only way to get the pathfinding done is to manually make all the navmeshes ourselves... this means the work falls down to me, but well at least it worked on our tests, so this problem should finally be fixed.
I will also have to rework the room connections and configurations later since we decided to stop using that system until the pathfinding started working properly.
I took the region map and split in smaller meshes, working with several small navmeshes seems to do the trick


I also split the road into another mesh, so we can add a preferential path for the NPCs to walk on.
Unfortunately we didn`t get much done this week, asides from the pathfinding complications we both got the big-coof-that-should-not-be-named and it knocked us both down for a whole day, we have been good enough to work since then, but with blocked/runny noses and slight headaches, should take about 3 more days to fully recover at this rate.
Next week I will be doing the navmeshes for the buildings, since it has to be done manually...