In this recipe, we will demonstrate how you may be able to get your AI to navigate on top of objects as well as interiors.
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AI Navigation Modifier: Before we place down any of the nodes required for navigation, we must first outline the area that we want the AI to perceive as an interior navigation. We do this by creating an area around the object known as an AI Navigation Modifier.
AI Points: Now that we've created an interior area for the AI to recognize, we must now create the navigation points within the area defined for the AI to use as the navigation triangulation. To do this, we must create the AI points.
Entry/Exit Points: Before we can get the AI to travel between the Interior Navigation and the Terrain Navigation, we must first create Entry/Exit Points from the AI points that are placed onto the Terrain, but also within the Navigation Modifier.
The Interior Navigation is a node-based AI triangulation tool. This tool allows for specifically placed nodes to act as vertex points for the break up of the triangulation. Using the interior navigation nodes also allows for 3D navigation to be possible, so that the designers are able to create land bridges to allow AI to travel across the top as well as underneath the bridge. This method is used in cases where the object that the AI needs to travel on is roughly two meters higher than the terrain triangulation.
Here is some additional information about the interior navigation points that you should know.
The main difference between the generation of the AI points for the interior navigation is that the Designer Controlled Points are AI points that can manually be linked by the designer. It usually takes a long time to link these points up, but if—for whatever reason—the designer needs to have total control over how the links operate, then this is possible.
However, Auto-Dynamic automatically links the nodes if they are within the range of another node (defined by NodeAutoConnectDistance) and is not obscured by the edge of the AINavigationModifier.
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