I’m retaking this course to refresh my skills, and to get back in the groove to follow the dialogues and shops “chapters” I recently purchased. I’m also following in Unhity 2023 to stay up to date and partially for a challenge. I figured out how the new Navmesh components system works (at least figured it out enough to have all other lessons so far work properly), but there’s a bit that’s behaving oddly.
The map I designed for my gameplay moment includes a river (with water unlike Rick’s because at this point I already have assets for that; so i created a plane and assigned materials and shaders and all that; I also assigned it a navmesh obstacle component to stop players and guards walk all over it), and the alternative route I thought about requires the player to cross the river on a ford rather than the bridge. Trying to figure out how to make the ford if the surface of the water is unwalkable, I tried to create an invisible plane and add a Navmesh link component to it to juin the two banks of the rivers. It sort of works, but the problem is that the player moves over it at a significantly higher speed than when walking anywhere else, and it’s jarring.
I checked the link component and it’s set to be part of the walkable areas, not the jump ones. No other parameter I tried to tweak had any effect.
So my question is, how do I define the movement speed over a link? How come it’s not the same as moving over the rest of the navmesh? (I kinda understood it’s automatic, in that once you get on it the character is crossing it no matter what)
As a bonus question, if this is not the ideal way to create a fordable river, how would you do it?