Hello everyone.
Sorry if it’s the question that has already been answered somewhere on the forum, but I really couldn’t find any more-or-less complete answer to this.
So I’m working on Trackmania-style racing game, but with anti-gravity physics (meaning that there’s no gravity for a vehicle while it’s on track, only a magnetic connection between the track and the vehicle itself). It is a C+±based project, with majority of complex components like the track constructor and anti-gravity vehicles implemented in C++. And now I’m collecting various info I need for vehicles’ AI implementation.
Based on other posts here on forum, I do know that NavMesh generator volume does not support vertical surfaces - or rather, as I’ve discovered, surfaces with more than 45 angle to the ‘Z’ plane.
But in the case of my project, the race track may have many vertical/diagonal sections. NavMesh is not generated for them, apparently because Recast algorithm operates on flat surfaces, which these segments are oblviously not. Examples:
Moreover, navmesh generated on some track sections is disrupted:
So from searching through the forum I’ve found out that my best bet would be to ditch the NavMesh and write something custom instead. Like a custom waypoint system. But I just can’t find enough info on how to even approach this task in this specific case. I realize this is kind of super-noob question, but please bear with me and help me put together all the available info on this matter, which may be also be useful for anyone else attempting to implement something similar.
Thanks in advance.