UnityOctree
UnityLibrary
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UnityOctree | UnityLibrary | |
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3 | 1 | |
653 | 3,597 | |
- | 2.7% | |
1.9 | 4.2 | |
almost 3 years ago | 6 months ago | |
C# | C# | |
GNU General Public License v3.0 or later | MIT License |
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UnityOctree
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I'm trying to analyze the NavMesh to find cover positions between two points. It also detects high or low cover!
Store the points which are next to a collider in a point octree, I use this open source package for that.
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This is the one script that I'm actually proud of writing after 1 year of Gamedev, and it's literally just modified Brackeys code. It's a random planet vegetation spawner btw.
I have been creating a similar system for my own game and had to modify an open source octree implementation, which can be found here: https://github.com/Nition/UnityOctree. However, this seems a bit too overkill for me and I can't help but feel that there must be a better, simpler way. Thanks.
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How do I find the nearest item in an array?
But if it needs to be dynamically recalculated during gameplay then you should use something like https://github.com/Nition/UnityOctree
UnityLibrary
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Can somebody explain me how to implement this with Unity
Maybe you want GL Lines
What are some alternatives?
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