Many of us feel a bit weary after going (what feels like) 12 rounds with an engine’s API. Fortunately for me, Unity was a bit more “forgiving” than most, but the task I had involved a lot of digging and witchcraft.
My goal was this: I have vehicles in my game that I want to control via Unity’s NavMesh AI. I also want these vehicles to have varying degrees of turn radii – some will turn more sharply, some will turn faster, etc.
The Problem: Unity’s
NavMeshAgent is very basic. Yes, it’ll generate paths, and obstacle avoidance and all that lovely jazz, but, when it comes to controlling how the agent actually moves, you’re almost s*** out of luck.
For those of you out there, digging though old forum posts and 5.X documentation with one-sentence function descriptions, look no further. I think I have a pretty solid solution that opens the hood on the
NavMeshAgent to allow us to customize it how we want.