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I remember the days when I used to make fun of modern games for requiring navigation meshes to work... and here I am now, suffering from bad karma.Unfortunately, the current pipeline needed to create a hand-crafted level seems to be limited in regards to how much I can edit the navigation mesh...

So basically, I can generate it for the ENTIRE map at once, which also includes undesired parts like the top of the level geometry. Now, in order to solve this I have a few options:a) Manually make the navmesh in Blender - extra dev time burden, but ultimately reliable;b) Split the level in two different imports (one for navmesh and one for no-navmesh) - more automated but adds up to the already overly complicated level making pipeline;

c) Just leave it as it is - I am not yet sure of the implications of working with the messy auto-generated navmesh. Needs further investigation.I don't think I can come up with an answer now, so this adds to the trials and errors of finding what works best for the game, but I figured I'd share the current state of affairs with you guys.

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awesomepossum

Damn i hope an experienced patron has the answer for you.

Max

I've never had to work with navmesh, so I can't help you. Sorry.

Antinumeric

It should be ignored due to the gaps but my gut tells me that leaving inaccessible navmesh will just lead to pathing bugs down the line, I guess you need to decide if its worth dealing with now or if it can be put off until later. I always found those sorts of decisions incredibly paralysing when I was making games. Good luck!

Zan the Bonebreaker

Yeah, that's what I'm thinking. Let's see the AI in action first, then decide.