Navmeshing for Player Controls and AI (Game Dev Day 58)
In the previous article I covered the basics of navmeshing and baking the floor so the player could move across it by clicking on their desired location. There are some more minor edits that can be done to further improve this system.
First off, I replaced the placeholder capsule gameobject with an actual character model.
Now that the character is in play, we can accurately edit the collider hitbox to make sure we avoid clipping into the walls and display cases.
The is the capsule collider to edit as well as the NavMeshAgent itself. They do not have to be perfectly in line with your character; these colliders are identifying the space your character is taking up.
The NavMeshAgent only really matters for the floor detection in this scenario, hence it is slightly offset to show the capsule collider better.