iMove
  • Getting Started
    • 🚩iMove Set Up (Start Here)
    • Creating New Characters
    • Changing Characters at Runtime
    • Adding Custom Actions
  • Animation Packs
    • Supported Animation Packs
    • Integrated Animation Packs
    • Custom Animation Packs
  • Integrations
    • iStep
    • Strider
    • Motion Warping
    • Ragdoll Animator 2
    • Networking - NGO
    • NavMesh Agents
  • Components
    • iMove
    • iMove Interactable
    • iMove NPC
    • iMove Character Set Up
    • Dynamic Terrain
    • GVS Camera Controller
    • GVS Player Input
    • GVS Player Sounds Manager
  • Other
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On this page
  • Step 1 (Add iMove NPC Component)
  • Step 2 (Check iMove: Is NPC)
  • Step 3 (Bake the NavMesh)
  1. Integrations

NavMesh Agents

PreviousNetworking - NGONextiMove

Last updated 2 months ago

NavMesh Agents is what iMove uses to move the player from place to place automatically or for controlling NPC's.

In order for this to work you need to do a few things:

Step 1 (Add iMove NPC Component)

Make sure you have the on your player or npc player.

Step 2 (Check iMove: Is NPC)

If you want your player to be a player and also be able to move like an NPC or agent for getting to places like sitting, walking, etc.. Ensure both isPlayer and isNPC are checked within the iMove component.

If you only want your "player" object to be an NPC, the only check isNPC:

Step 3 (Bake the NavMesh)

Attach a NavMesh Surface to your terrain and click "Bake".

To see whether or not your NavMesh is baked, turn on Gizmos in the scene view. You should see a blue surface covering your terrain.

iMove NPC component