Deeper dive into obstacles
- As already described above, in order for an obstacle to be taken into account during pathfinding, you need to attach a Nav3DObstacle component to its game object.
- Nav3D has an obstacle storage that is used during pathfinding. It stores navigation graphs of obstacles on the scene.
- All operations with obstacles (adding or removing) are placed in an execution queue and performed sequentially in a separate thread.
- Obstacle processing means constructing a passability graph (also known as a navigation graph) for each obstacle, or for a group of obstacles, and then adding this graph to the obstacle storage.
Navigation graphs are used during pathfinding on a scene.
The result of processing one obstacle or a group of obstacles can be one or more navigation graphs that do not intersect each other in space.