Point & click movement system on babylon.js

Hello everyone. I do not speak English well, but I hope you understand. I’m studying Babylon not long ago.
I was looking for point-click movement system. I found many examples but did not find anything similar with colision. I wrote it from what I found and what I know. Almost everything works well. I want to leave it here, maybe someone will cut precious hours.
https://playground.babylonjs.com/#1LZVU4#4
I have a few questions.
When I transfer everything to my domain. I have problems with the cursor. When you move it, it changes to default from css, although it should be different until you breake the button. can see here http://gamejs.hameron.live

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Not sure I understand, I see the same thing in the PG and in your site: the cursor is a “hand” all the time, even when I move it (tested in Windows, Chrome and Firefox latest versions).

Using the latest Firefox I have the following in the PG (playground)

default cursor
click on ground get a hand
move cursor return to default

in the live site it is a hand all the time

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You’re right, I have the default cursor when moving the mouse in the PG (Chrome and Firefox)… I don’t know if something changed since I tested or if I had some sh*t on my glasses when I first tested (probably the latter…).

I have a new question. Maybe somewhere there have examples of how to do into train sectors? To make a movement round of mesh with calision.

I do not ask for me to write the code, I ask only to suggest a way to implementation. Tell me where you can read about it, please. Or what mechanics can be implemented.

As it is the week-end, answers will take more time.

This is a problem of path finding, so you can search anything related to this.

“nav mesh” would probably help here too, but I’m no specialist (look for “nav mesh” in this forum).

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Yep, navigation mesh is your friend in this case the Docs can be found here - Create Navigation Mesh - Babylon.js Documentation , which would be a good starting point. This is a quick youtube that explains how to use it - YouTube

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Wow! Thank you so much! This is exactly what I need! I searched for this example so long)

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Navigation mesh its giving me a error recast is not defined how can i fix that please

Would be great to have more info about the error or a repro in the playground.

cc @Cedric

This is probably because you didn’t initialize recast correctly. The quick answer is here - Creating A Navigation Mesh | Babylon.js Documentation , but it does seem like you have alrewady started the discussion here - Recast is not defined?. Is that the same issue?

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yeah its the same i think its bc i am using typescript instead of javascript

hello @RaananW
I have one problem. It is probably that the recast is not initialized.
Occurs in the iOS mobile environment
Generate engine, scene and RecastJSPlugin (wait for reacst → create no problem)
Repeating this and reloading, allocating or replacing will result in an error:
RuntimeError abort (out of memory)
There is no problem with pc, mac, samsung galaxy, but not with ipad, ios mobile
Is it an initialization problem or something else?

I wonder if @Cedric even encountered this issue?
feels like you probably dont need to re-initialize recast if it is already executed, but reloading (i assume - page reload) should clear the scope and prevent this kind of out-of-memory issue

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Temporarily, reuse recast to solve this Error

No, I’ve never encountered this error. If the page is refreshed, I think everything gets properly initialized. Otherwise, best is to only initialize recast once. Same goes for ammojs.