#NavMesh
For me it's super important to cater to the navmesh sickos at the @conference.aiandgames.com.

Forget all the LLM hype, getting your NPCs to move from A to B and not look like a scarecrow on wheels is an evergreen problem.

Turn up for the talk, stay for Richard flying our flag to the reception.
In less than a week the @conference.aiandgames.com will take place in London! You can see yours truly & attend my talk: "Stepping of the shortest path". In which I rail against the tyranny of shoretest paths (and again have nerd sniped myself) www.aiandgamesconference.com/schedule/ste...
Stepping off the shortest path: crafting believable character navigation - AI and Games Conference
www.aiandgamesconference.com
November 5, 2026 at 12:57 PM
people will create the greatest maps ever for Source Engine games but won't spend four seconds to create a few cubemaps or generate a navmesh
November 8, 2026 at 9:25 PM
After a bit of headscratching, I got a first working version of navmesh generation going. Temporarily added a bit of code so the dummies would follow me, as a demo. Feels like watching a toddler's first steps :') #GameDev #IndieDev #SoloDev #BevyEngine
November 3, 2026 at 11:19 PM
the fuck you mean i downloaded a gmod zombie survival map that didn't have a navmesh?

isn't the point of zombie survival zombies moving around?

what the fuck are map makers doing
November 8, 2026 at 11:36 PM
Since the world mesh is generated in a similar way to procedural generation and has a chunk system in multithread, using navmesh or raycasts was resulting in a high computational cost.
November 5, 2026 at 5:40 PM
ALLFATHER replaced Godot's NavMesh navigation with a grid-based combat system. ⚔️ An interesting approach to enemy movement and spacing.

More on how it works: jettelly.com/blog/allfath...

#indiedev #godot #gamedev
November 1, 2026 at 3:02 PM
I've implemented PRTINA pathfinding and AI system for ZIMA ENGINE. NPC decision making, pathfinding, navmesh generation & more. Smart NPCs in ALT BOSNIA. Finally.
Recording, uploading and streaming videos of ALT BOSNIA gameplay will not be allowed. Mods will not be allowed too.
November 5, 2026 at 5:01 PM
Very cool! Are you using a navmesh for the enemy navigation or something more custom?
November 3, 2026 at 10:26 AM
patrol that routes around the ocean area is a nice thing to get working. did you steer it with a navmesh or raycasts?
November 2, 2026 at 5:10 AM
grid combat over navmesh is a bold call, does spacing feel tighter for the player too or just the enemies?
November 1, 2026 at 3:18 PM
The surface actually isn’t narrow but it seems that way because the visible terrain is different from the AI’s surface (which kinda hides it). Also NavMesh in Unity allows for obstacle avoidance and priorities for multiple agents or NPCs :)
November 1, 2026 at 5:48 AM
Move along, outlander.

One of the challenges with procedural settlements is navigation. Instead of having a single navmesh for a settlement, I opted for a hybrid approach that is both reasonably easy to generate and creates small graphs to traverse at runtime.

#gamedev #indiedev #procgen #crpg
October 29, 2026 at 3:50 PM
Waypoints outside and one shared navmesh per building type sounds like a tidy split for procedural villages. Is the doorway where most of the bugs end up, when a villager hands over from one system to the other?
October 30, 2026 at 5:49 AM
見た目には十分広い廊下なのに、追いかけてきた敵が入口でピタリと止まる。AIの追跡処理がおかしいのかと思いますが、そもそも「通れる道」が作られていない場合があります。

Unityの経路探索に使う「ナビメッシュ(NavMesh)」は、床の形をそのまま写すわけではありません。生成(ベイク)時には、設定した「エージェント半径」の分だけ壁際が除外されます。

例えば幅1mの廊下に半径50cmを指定すると、直径だけで通路幅を使い切ります。さらに地形をボクセルという細かな単位で近似するため、細い通路が途切れることもあります。
November 2, 2026 at 3:30 AM
Building collision and navmesh from the same clipmap should save a lot of mismatch bugs. How do you handle the navmesh at the ring seams when the clipmap shifts?
October 29, 2026 at 8:48 AM
Yea, I have redone the navmesh so there is no nevmesh in the lava. It's better but not the best. So I need more work. But I don't want to spend too much time on the bots
October 30, 2026 at 12:24 PM
こうした場合、確認するポイントは次の3つです。

① SceneビューでNavMeshを表示し、青い領域が廊下で途切れていないか。
② 生成時のAgent Radiusが大きすぎないか。
③ Voxel Sizeが粗すぎないか。設定を変更したら再ベイクが必要です。
ここで紛らわしいのが、ベイク時の半径と実行時の半径の違いです。
敵に設定したNavMeshAgentのRadiusは、主に他の敵や動く障害物との回避に使われます。こちらを小さくしても、ベイクで消えた廊下は復活しません。

見た目には道がつながっていても、AIにとっては通れない場所になっているわけです。
November 2, 2026 at 3:31 AM
Generally: a network of waypoints covers the outdoor areas, while each building has its own navmesh for more precise navigation (shared between instances of the same building). When the target location isn’t covered by either waypoints or navmeshes, NPCs fall back to proximity-based movement.
October 29, 2026 at 3:50 PM
I try to have the bots only walk on navmesh and have specific jump points that the bots can jump to and from platforms. But it's a lot trail and error testing what is working and not.
October 28, 2026 at 5:48 AM
I have a navmesh they should stay in and now I'm defining jump points where they can jump from one point to another and now it should be safe.
October 28, 2026 at 10:55 AM
Navmesh plus hand-placed jump links is the sane route. Our auto-battler units are far simpler, but every time we let them improvise, they found the one dumb path. Do you mark the jump points by hand or generate them from platform edges?
October 28, 2026 at 3:52 PM
Made a prototype of NPC movement and scheduling using Unity’s NavMesh!

It’s a #wip 😅

#gamedev #indiedev #unity #npc #cozygame
October 25, 2026 at 6:08 PM
The hardest hit area of the modding scene was mods touching locations in the game. Apparently they overhauled the navmesh system or something like that and the game crashes if you go near a location with mod edits made before the patch.
October 27, 2026 at 11:04 AM
navmesh saying “i’ll go my own way”, like the protests in France today
October 24, 2026 at 10:52 AM