News Forums RAIN General Discussion and Troubleshooting Using RAIN with terrain generated at runtime?

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This topic contains 2 replies, has 2 voices, and was last updated by  TheAbelo2 3 months, 3 weeks ago.

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    I’m planning to use RAIN AI for some generic NPCs for villages and stuff (think Minecraft villages) but I’m planning to generate the terrain procedurally at runtime rather than having a prebuilt terrain.
    For specifics, I was planning on having separate regions/chunks (for performance and ease of loading), but I don’t want invisible walls between them: I’d like the AIs to be able to travel between the (would it still be navmeshes? Or regions?)

    I’ve seen a few other posts from a while ago asking the same sort of things, and the replies tend to be along the lines of “We’re getting there” or “We’re planning to implement it soon”. I was wondering if it is implemented yet, and if not, do you have any specific deadline?



    AFAIK you can already do this in RAIN 2.1.11 if I am understanding your question. Basically you will have chunks of terrain built at runtime correct? So you would just attach a NavMeshRig to each chunk (or region) when it is created and build the navmesh when it is done. You can use multiple NavMeshRigs in a scene.

    The code for runtime generated navmesh is here-

    I’ve integrated this into a singleton class that uses a coroutine also if you are interested (however untested in latest Unity beta).

    If I am misunderstanding what you are trying to accomplish I apologize!



    Well, as long as the models can move between navmeshes then that sounds like it suits my purpose exactly, thank you!

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