Im currently developing a game which uses Unity terrain, and have been using Unitys built in NavMesh.
The problem in having, is the NavAgents cut through terrain (Y direction only) when moving and the only way to prevent this is very hacky…I have a few solutions but none are ideal.
Im not a fan of hacky things so am wondering if RAIN has these issues or if AI’s move over terrain quite happily? i.e. do they follow its contours?
Also, a side questions. In combat, movement switches from free to tile based. Is there a built in feature to search the NavMesh as a grid? or someway to get info about the walkability of the terrain under world coord x/z which i can use to build my own?