Thanks this is the problem im facing and again it happens sometimes and other times it doesnt i thought i had it working when i ran the demo a couple of times without problem and it stil works without a problem but im not running in compatibility mode .im not sure yet why this happens its the same problem preventing me from adding models to blocks now also ,wil have to take this code step by step until i find my mistake
blocks and models to navmesh -fixed thanks 3run ,i found my mistake in plugin ,remembered remarking a line of code late last night and i completely forgot about it , everything works fine now.
Feel free to mention things like this i myself like to be as perfect with everything i do as much as i can and are very judgemental on my own stuff ,i have seen this and it could be a result of the build values or more likely a straight trace to the target instead of pathfinding through every polygon ,could also be with filter costs ,wil check this out and perhaps ask mikko and the other guys for some help if i cant find it myself . Thanks man ,i worked realy hard on this up to now even though it seems basic to me yet ,not alot of sleep so there could be perhaps more little problems along the way only usage and time wil reveal
I have looked a bit into that what you have mentioned and this happens in the recast tool aswell .it seems to be the result of the current pathfind function implimented which is called straightpath ,in case of a partial path found it sets the last point to the closest point found on the last polygon and i have done some tests ,it only adds other points between the last point and previous if theres a reason to alter the direction ,theres also two other path finding functions i have not implimented yet one of which uses steering .. Currently i have altered the plugon as to alow for rebuilding navmesh which wil allow loading new levels and build theire navmesh obviously
I have just finished rewriting debug drawn functions to support the tiledmesh ,everything working great so far .. Next up wil be the dynamic features of the tiledmesh
Now experimenting with threads .navmesh gets build on a seperate thread so no freeze or lockup while it builds and ofcourse its faster this way just a matter of setting a progresion status so i can impliment a progres bar update and waitstate before executing bots/pathfinding/debugmesh