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Support and discussion group for Recast and Detour
https://github.com/
recastnavigation/
recastnavigation
If reporting an issue or requesting a feature, please do so using GitHub issues, following our contribution guidelines - you'll get a much faster response that way!
https://github.com/
recastnavigation/
recastnavigation/issues
https://github.com/
recastnavigation/
recastnavigation/blob/master/
CONTRIBUTING.md
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赵佩豪
8/14/25
Is there a way to merge navmesh
In my game logic, I need to active different navmesh when needed. I Want to merge them, But some
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Is there a way to merge navmesh
In my game logic, I need to active different navmesh when needed. I Want to merge them, But some
8/14/25
Danny Bierek
3/15/25
Is there a way to only merge coplanar triangle regions?
First off, I would like to say thank you for making Recast. It's really awesome. I had a question
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Is there a way to only merge coplanar triangle regions?
First off, I would like to say thank you for making Recast. It's really awesome. I had a question
3/15/25
金星
6/17/24
CrowdAgent Priority
I have two teams of characters. I hope that the characters in team 1 can push each other, and the
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CrowdAgent Priority
I have two teams of characters. I hope that the characters in team 1 can push each other, and the
6/17/24
Mark Bentley
2
5/17/24
findNearestPoly failing
This is the output from my app: origin: 0, 0 mesh_top_right: 100, 100 mesh_bottom_left: 0, 0 Height:
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findNearestPoly failing
This is the output from my app: origin: 0, 0 mesh_top_right: 100, 100 mesh_bottom_left: 0, 0 Height:
5/17/24
Gabriel Garcia
2
4/24/24
Contour simplification fails with holes generated by the layer partition method
I just realized I mixed the balls a bit here, when this is mentioned: "relies on the
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Contour simplification fails with holes generated by the layer partition method
I just realized I mixed the balls a bit here, when this is mentioned: "relies on the
4/24/24
Michael
,
Graham Pentheny
2
1/17/24
Learning to use recast, python version
Hi Michael, There is no official python version of Recast, so any issues regarding that should be
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Learning to use recast, python version
Hi Michael, There is no official python version of Recast, so any issues regarding that should be
1/17/24
Alexei Andronov
,
Graham Pentheny
3
7/3/23
Trying to learn recastnavigation
Thank you Graham! I have found my mistake to be that it was too small. Since agent was not set to 0
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Trying to learn recastnavigation
Thank you Graham! I have found my mistake to be that it was too small. Since agent was not set to 0
7/3/23
Hussein Khalil
, …
Bill Bierman
12
6/27/23
Filtering of unreachable spans
I have done it Mikko's way in the past and had good results as well. And yeah, it's a bit
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Filtering of unreachable spans
I have done it Mikko's way in the past and had good results as well. And yeah, it's a bit
6/27/23
Victor Stone
,
Graham Pentheny
2
6/22/23
What's more common? Erosion or pathfinding with radius?
In my experience, it's more common to have navmeshes that take into account agent radius than
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What's more common? Erosion or pathfinding with radius?
In my experience, it's more common to have navmeshes that take into account agent radius than
6/22/23
Silouane
,
Graham Pentheny
2
5/20/23
Merging meshes generated with different parameters
Hi! Navmesh erosion is meant to push the edges of the navmesh away from obstacles by the agent's
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Merging meshes generated with different parameters
Hi! Navmesh erosion is meant to push the edges of the navmesh away from obstacles by the agent's
5/20/23
Douglas Holfve
,
Graham Pentheny
2
5/20/23
Change the "ground" plane from XZ to YZ
Hi! Unfortunately there's some assumptions that are pretty deeply baked into recast. One of which
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Change the "ground" plane from XZ to YZ
Hi! Unfortunately there's some assumptions that are pretty deeply baked into recast. One of which
5/20/23
richard.g...@gmail.com
,
Graham Pentheny
2
3/15/23
Tile Mesh Export not Including Off-Mesh Connections
The export/import code in RecastDemo is likely missing a ton of features and somewhat misleading.
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Tile Mesh Export not Including Off-Mesh Connections
The export/import code in RecastDemo is likely missing a ton of features and somewhat misleading.
3/15/23
文振宇
,
Graham Pentheny
2
3/15/23
Problem for marking area type by vertices
You should generate a list of triangle area ID's from your input geometry and pass them as the
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Problem for marking area type by vertices
You should generate a list of triangle area ID's from your input geometry and pass them as the
3/15/23
PacaPop
,
Graham Pentheny
2
3/15/23
Finding random point in specific area
There's an example of using these APIs in NavMeshTesterTool.cpp in RecastDemo. eg https://github.
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Finding random point in specific area
There's an example of using these APIs in NavMeshTesterTool.cpp in RecastDemo. eg https://github.
3/15/23
Jeff Weign
,
Graham Pentheny
2
3/15/23
Given x-z coordinates, can navmesh returns the y value?
Hi, I'm not sure I fully understand what you're asking, but you can use dtNavMeshQuery::
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Given x-z coordinates, can navmesh returns the y value?
Hi, I'm not sure I fully understand what you're asking, but you can use dtNavMeshQuery::
3/15/23
mengu gulmen
,
Graham Pentheny
2
3/15/23
Recast + Colyseus + Babylon.JS - agent position update problem
Hi, Firstly this seems like an issue with multiplayer state replication in your game, not anything
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Recast + Colyseus + Babylon.JS - agent position update problem
Hi, Firstly this seems like an issue with multiplayer state replication in your game, not anything
3/15/23
Jose Antonio
, …
Graham Pentheny
3
3/15/23
Cluster Graph in Recast
Hi, Can you speak more about what your hope for this feature is exactly? Cluster graphs appear to be
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Cluster Graph in Recast
Hi, Can you speak more about what your hope for this feature is exactly? Cluster graphs appear to be
3/15/23
PaulS
,
Graham Pentheny
2
3/15/23
Water under my terrain
Hey Paul. Hard to really know what the proper solution is without some more context/screenshots but
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Water under my terrain
Hey Paul. Hard to really know what the proper solution is without some more context/screenshots but
3/15/23
Gabriel Garcia
,
Graham Pentheny
2
3/15/23
Why rcMarkConvexPolyArea uses an extruded xz-plane clamped intersection check instead of point-in-polygon?
Hey Gabriel. The intent of this function is to allow for marking arbitrary polygon-bounded areas of
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Why rcMarkConvexPolyArea uses an extruded xz-plane clamped intersection check instead of point-in-polygon?
Hey Gabriel. The intent of this function is to allow for marking arbitrary polygon-bounded areas of
3/15/23
Aresky Aresky
,
richard.g...@gmail.com
2
12/6/22
How to raycast 3D check?
The way I've done it is to get the poly ref for the end point of the trace, and then add an extra
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How to raycast 3D check?
The way I've done it is to get the poly ref for the end point of the trace, and then add an extra
12/6/22
Patrick Pineda
, …
Vincent Lark
6
11/23/22
Extract OBJ from navmesh '.bin' files?
Hey, just following this up again. I Got a working solution from recastjs, so this is great! It does
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Extract OBJ from navmesh '.bin' files?
Hey, just following this up again. I Got a working solution from recastjs, so this is great! It does
11/23/22
richard.g...@gmail.com
9/29/22
Refreshing off-mesh connections
Hi there! Is there an easy way to refresh off-mesh connections? Currently if I place some off-mesh
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Refreshing off-mesh connections
Hi there! Is there an easy way to refresh off-mesh connections? Currently if I place some off-mesh
9/29/22
Clarence
8/27/22
Recast/Detour and procedural map generation
Hi, I'm making a multiplayer game with detour doing the pathfinding on the server side. I wanted
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Recast/Detour and procedural map generation
Hi, I'm making a multiplayer game with detour doing the pathfinding on the server side. I wanted
8/27/22
Enrique González Rodríguez
,
Mikko Mononen
6
8/19/22
Wall and ceiling Nav Mesh in Unreal Engine
In Recast/Detour it is not possible to have multiple navmeshes connected together that have different
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Wall and ceiling Nav Mesh in Unreal Engine
In Recast/Detour it is not possible to have multiple navmeshes connected together that have different
8/19/22
Clarence
,
Mikko Mononen
2
8/18/22
dtTileCache mesh generation
Tile cache assumes small tiles (around 32-64 squared) and does some tricks to make the update fast.
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dtTileCache mesh generation
Tile cache assumes small tiles (around 32-64 squared) and does some tricks to make the update fast.
8/18/22
Maxwell175
5/22/22
Example streaming Tiles
Hello, It seems that there is a way to dynamically stream in Tiles into a NavMesh, but I cannot seem
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Example streaming Tiles
Hello, It seems that there is a way to dynamically stream in Tiles into a NavMesh, but I cannot seem
5/22/22
Silouane
4/7/22
Problem with dtNavMeshQuery::findNearestPoly
Hello, I seem to have a problem with findNearestPoly which gives me a nearestPt (when displaying it,
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Problem with dtNavMeshQuery::findNearestPoly
Hello, I seem to have a problem with findNearestPoly which gives me a nearestPt (when displaying it,
4/7/22
lhhts...@gmail.com
2
4/3/22
Is there a max tile size limit for dtTileCache?
And there is not even any error log? On Saturday, April 2, 2022 at 11:03:57 PM UTC-7 lhhts...@gmail.
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Is there a max tile size limit for dtTileCache?
And there is not even any error log? On Saturday, April 2, 2022 at 11:03:57 PM UTC-7 lhhts...@gmail.
4/3/22
GlassBeaver
8/8/21
Split large triangles
Hi, is there a way to limit the maximum size of triangles that doesn't involve lowering the tile
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Split large triangles
Hi, is there a way to limit the maximum size of triangles that doesn't involve lowering the tile
8/8/21
Work Life Balance Brian
7/30/21
Any idea to modify recast for generate mesh on the wall/90 degree geometry
Right now I have a spider style ai monster. and it has the ability to navigation in the level. I know
unread,
Any idea to modify recast for generate mesh on the wall/90 degree geometry
Right now I have a spider style ai monster. and it has the ability to navigation in the level. I know
7/30/21