Unity Artificial Intelligence Programming - Fourth Edition
by Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Navigation areas
In games with complex environments, we usually have some areas that are harder to traverse than others. For example, crossing a lake over the water is definitely harder than crossing it with a bridge. To simulate this, we want to make crossing the lake more costly than using a bridge. In this section, we will look at Navigation areas which are used as , a way to define different layers with different navigation cost values.
For this, we, build a scene, as shown in the following screenshot. There are three planes to represent two ground planes connected by a bridge-like structure, and a water plane between them. As you can see, crossing over the water plane is the most direct way to traverse the lake; however, passing through ...
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