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unirecast's Introduction

╔═══════════ Hi 👋 I'm Ikpil ═══════════╗
 working as a game programmer in South 
 Korea. I mainly focus on creating     
 essential elements required for game  
 development. Let's make games         
 together and have fun!                
                                       
 Follow me on Twitter.                 
                                       
╚═══════════════════════════════════════╝
😄 Ikpil                      
┣━━ 🐍 Packages               
┃   ┣━━ DotRecast             
┃   ┣━━ UniRecast             
┃   ┣━━ DotFastLZ             
┃   ┗━━ DotCompressorBenchmark
┗━━ 📘 Popular Articles       
    ┗━━ Deadlock Detector     

unirecast's People

Contributors

danil0v3s avatar ikpil avatar

Stargazers

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unirecast's Issues

UPM versions of UniRecast and DotRecast

Hey, been lurking around and trying to get things working for a while and been wondering if we should make both UniRecast and DotRecast a UPM package.

For that matter, I've prepared a fork of each repo and created a new branch with the UPM structure. You can view them at

One can add both dependencies to their project using the Unity Package Manager with the following pattern: [repo url].git#unity and it will target the unity branch with the correct structure. I've taken the time to make sure the Assembly Definitions are created and point to the correct places.

For development purposes, you can create a folder with the package name inside the ProjectFolder/Packages dir, for instance, com.defnotagamestudio.unirecast and develop normally. Unity will detect that folder as a local lib.

What do you think?

Can I use Unity's navigation workflow to generate navmesh?

Hey, thank you for integrating Recast Navigation into Unity; I've benefited a lot.
I'm also working on server-authoritative pathfinding project, and I feel your work has been very helpful. Thank you!

I have a question, can we use Unity's navigation workflow unity.ai.navigation to generate a navmesh and then load it with recast.detour?

I think Unity's underlying pathfinding is also based on Recast Navigation, and there are some unity-related concepts like NavmeshModifier and Volume, I am more accustomed to this workflow.

This is just my thought. I hope to get your advice. Thanks!

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