Unity 3d Nav Mesh Baking
My question is about NavigationMeshes, I have prepared a grid based map generator. I can create a map made up of cubes that are divided into walls and floors.
after generating this I can save it as a compilation, later in the navigation menu I can bake the nets, but what comes next is that I would like to save it as a compilation with sea routes already baked. When I do this and remove the card from the scene, it disappears, but the baked mesh is still there. To re-place the card on stage in a different location, I have to bake again. The basic idea was to generate "x" levels with baked meshes and then just create them whichever level I want. Is it possible? Thank you for your time.
Edited: After baking some exmaple navmesh, a folder called the same as the scene I'm working on is called and there is a navmesh file inside. Now here's my edited question. Can I bake several different navs for every different map, and later, after loading such a map, use the proper navmesh in the code so that they interact well?
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after generating this I can save it as a compilation, later in the Navigation menu I can bake the grids, but what happens next is that I would like to save it as a compilation with already baked names
Unfortunately this is not possible. NavMesh
are saved by the scene and currently you cannot explicitly link / create them.
On the other hand, it should be possible to use additive scene loading to use multiple lightmaps stored in different scenes. Have a look at Application.LoadLevelAdditive .
Instead of storing the navmesh in a prefab, you can use a dedicated (ultimately empty) scene and load it on demand.
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