Currently, Unity only offers the ability to generate NavMeshes (the objects telling the path finding system where NPCs can move) from 3D obstacles. Since I’m developing a 2D game and would like to make use of Unity’s inbuilt path finding, this posed a problem.
That’s why I developed a solution that worked for my case. When everything worked, I thought to myself that it wouldn’t take too much additional effort to polish this a little, make it more multi purpose (e.g. I only needed it to detect polygon colliders and had no personal need for also handling circle colliders, etc.) and easy enough to use so it might be useful to other people as well.
What I ended up with is a solution to easily bake 2D colliders into a NavMeshSurface.
- TilemapCollider2D (For those to work, you have to make them part of a CompositeCollider2D, though!)
You can find the end result here: https://github.com/SharlatanY/NavMeshSurface2DBaker
Here’s an example of a baked NavMesh for a hex tilemap (red tiles have a collider):
The project is published under the MIT license, so, you’re practically allowed to use it in whatever way you wish.
Unfortunately, as is often the case, I was very, very wrong about the effort it would take to make the project more useful to others as well.
Getting it to work for my specific use case took about a day of work, making it more general purpose, easier to use ,cleaning up the code, setting up the GitHub repository, adding instructions and a project example, writing this blog post, etc. took at least two more full days of work.
Now, I’m torn about how I should handle such things in the future.
On one hand, I’m really very happy to have made something that might be of use to others (I’ve seen people looking for exactly this functionality multiple times) and to give something back to the community. After all, there’s lot’s of people out there that helped me out in one way or another and even if it’s not always possible to pay them back, this feels like a way to at least pay it forward.
On the other hand, polishing and releasing this made the task more than 3 times as long as it would have been if I just stopped at the point where it was good enough for my own purposes.
If we’re honest, the project I’m trying to create is way out of scope and a monumental task that will still take me years to finish.
I only work on this in my spare time and when I feel like it because I know I’ll never finish it as soon as I have the feeling that I must work on it.
Currently, I’m on vacation and make quite good progress. But during the rest of the year, I maybe get to work on this project somewhere between 1 and 2 full days a week (likely closer to 1..) on average. Which means that making the NavMeshSurface2DBaker presentable and releasing it cost me about half a month of normal (=non vacation) development time.
With all the things that I already know still have to be done and the rate at which I discover new things that will also have to be done, I’m not really sure if I can afford and justify such escapades.