Constraining a UniversalCamera on a Navigation Mesh

Thank you for your kind words :slight_smile:
the navmesh object is an internal (internal to recastjs) representation that has no meaning for babylonjs.
But, you can get a triangulated mesh ready for rendering this way:

navmeshdebug = navigationPlugin.createDebugNavMesh(scene);
var matdebug = new BABYLON.StandardMaterial('matdebug', scene);
matdebug.diffuseColor = new BABYLON.Color3(0.1, 0.2, 1);
matdebug.alpha = 0.2;
navmeshdebug.material = matdebug;

I guess you can use this mesh for XR.

Glad it has been useful! :slightly_smiling_face: and happy that you’re extending this to XR, I might go there soon :P. What app are you building, if that’s public yet?

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Hi @tibotiber, we are plotting a potential rebuild of framevr.io on babylon. This would be a very, very big deal for us, so just doing some initial exploration and prototyping. (and in case interested, @Cedric, some people from our team chatted with Jason and Ranaan on your side last week. was a great meeting).

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FrameVR looks really cool. Gave it a follow on Twitter, thanks for sharing. :slight_smile:

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