Suggestions on using Pathfinding plug-ins (continuously updated)
Added 2024-07-05 05:17:24 +0000 UTCPath-finding plug-ins are relatively complex, and whether they can produce good results has a great relationship with parameter settings.
1. How to choose an appropriate navigation Mesh generation method?

First of all, you can see from the plug-in panel that there are three types: All, Volume, Children.
Let's talk about the meaning of these three (their main difference is that they are included in the scope of navigation Mesh calculation):
ALL: All objects with Mesh in the scene will be included in the calculation (not recommended).
Volume: only the objects with Mesh in the specified bounding box are included in the calculation.
Children: all the sub-objects of the atom with Mesh are included in the calculation.

GenerAlly speaking, it is not recommended to select "all", which will make the effect of navigation Mesh uncontrollable. It may include some invisible objects in the scene (such as empty atoms, which are invisible but have Mesh). Some strange errors are caused in the generated navigation Mesh.

If you only want to generate navigation Mesh on the imported CUA or floor atoms, and don't consider other scene objects. "Children" is recommended. This method is simple and usually produces good results.

If you want to control the navigation area flexibly and need to take all the objects in this area into account (CUA or some self-contained atoms), please choose this one. It has many parameters that can be adjusted, so it is convenient to customize the size and height range of the navigation area. When using this mode, please move some irrelevant atoms (empty atoms, etc.) out of the bounding box as much as possible, which may interfere with the Mesh generation effect.


Possible problems and solutions:
When baking Mesh, it is impossible to generate effective navigation Mesh in some narrow areas.
Lower the value of AgentRadius appropriately.

Some terrain surfaces, no matter how I adjust the parameters, find that the displayed Mesh is discontinuous.
This may be the display problem of the displayed Mesh. In fact, the navigation Mesh is connected. You can try to navigate the characters to see if they can walk past.
2. Some problems that people may encounter when navigating.

1) After the characters arrive at their destination, they keep circling?
Increase the value of "StopDistance" appropriately.
3. How does it work with Timeline?
To work with Timeline, you need to turn on the fade-in and fade-out switch that the character controller takes over. Then you can play Timeline animation through the trigger after walking, which can realize seamless transition.
Fade in: the transition from Timeline to pathfinding plug-in.
Fade out: transition from pathfinding plug-in to Timeline.

In addition, in order to be more compatible with Timeline, it is strongly recommended to put Timeline before the pathfinding plug-in in the list of character plug-ins.

4. Want to control some body movements while walking? Or manually adjust the walking posture?
You can try the function of the Joint Offset module.
By unchecking "Enale Joint" on the premise of "Also apply to Controller". You can manually control this joint alone.
5. The character's heel doesn't touch the ground?
Try to adjust "Person Base Offset Y".
6. I want to replace my own animation. What should I pay attention to?
First, carefully watch the demo video on the hub to learn how to perform the replacement operation. It should be noted that the TPose files used in the video demonstration can be found in the attachment of this post. But it is not necessarily only suitable for this TPose file, in fact, anything that can be compatible with the Unity skeleton system can be.