About navmesh build

Greetings!

Am I correct in assuming that all I need to do is click this button

image

and everything will start work fine?

It was just that when I pressed the button, waited for it to load, and enabled navmesh display, I started seeing red polygons under the objects I’d created. Everything seemed fine, but when I saved and restarted the mod, the red polygons disappeared, and the bots continued to use my polygons like a damn treadmill.

Maybe I missed something? Or does the address of the created navmesh file need to be specified in some entity, just like with custom profiles? Or has some shit stopped working in Enlisted again, as usual? Or what?

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I think one of my friends observed a similar problem with navmesh generation lately, I might look into this later this week (maybe after I am done with my fricking maths homework i guess)

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The queen of all sciences. Very inaccessible lady :dromedary_camel: :dromedary_camel: :dromedary_camel:

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Ok I have done a quick test on my own map, and it seems to work perfectly fine, just how it worked before.
I also booted up a fresh new map, and it worked fine.

Perhaps you could be missing some scene imports due to the version 0.6.9.x mod editor


It was back in June or July, so if your mod is that old, then you might want to check

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I started working on this scene this fall.

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There’s just one detail I missed. I started creating the scene this fall, but I’m using a map template. The template archive was downloaded in April.

And how to fix this now?

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I now think that problem i mentioned wont cause anything related to navmesh, the imports are only used for sounds and footsteps

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