Hi! I was wondering if Rain AI is suited for a dynamic navmesh. My level has destructible walls, so the navmesh should change dynamically. It’s a real time application so recomputing the navmesh every time a wall is destroyed is probably too slow. I think the only way to do this would be to use a dynamic blocker object for each wall section - but there are several thousand pieces of walls in the level. Would it be possible to do a dynamic navmesh like this without breaking performance?
RAIN doesn’t currently support real time updates to the navmesh, and so it can’t currently handle the situation you are describing. A number of people have hooked 3rd party nav solutions into RAIN, so you may be able to find a solution that you can integrate.
Thanks for the reply! If dynamic navmesh isn’t available, I would ideally want to use my A* pathfinder with Rain. Are there any resources on how to do this? The manual is incomplete on the custom navigator. Alternatively I could use Unity’s navmesh implementation which does support dynamic obstacles, but is probably less efficient for my purposes.