August 2018
Beginner
334 pages
10h 19m
English
As seen in the preceding section, the navigation mesh is divided into different areas thanks to our settings. When implementing the search algorithm for devising a path to the target location, the agent takes into account the weights we defined for each area. As stated in the documentation, Unity implements A*, so the agent takes the cheapest path. It also takes into account only the areas we selected. That's why we deselected the doors, so players can hide behind them and find refuge.
Read now
Unlock full access