Advice request regarding Source SDK (used in 'Left for Dead' mapmaking) vs SDK (as used n Meta).
I need advice regarding SDK. Or if I'm going about this the wrong way, redirection & recommendations. I am decent at SourceSDK. Source SDK is used in making maps for videogames such as 'Left for Dead' ('L4D') and 'Left for Dead 2' ('L4D2'). Should I think of SDK used in/with Meta as similar to SDK as used in Source (and L4D2)? Or alternatively, am I barking up the wrong tree completely? Also, can I make 'Navigation Meshes' to be used in Augmented Reality with Meta? Also, do Meta glasses allow see thru vision with additional AR or must the player/consumer used the headset/goggles and thus the real world is not seen? Thx everyone. 'Appreciate it.208Views0likes4CommentsDifferent Navigation Profile for the same Enemy
Hello! I have a pool of Drones that I spawn at the beginning of the game using object pooling. I've set its Navigation Profile to "Drones" as you see in the image. This is used for "level1". This is working great in level1, however when I go to level2 I'm using the same drones from my pool. They don't follow me anymore because the Navigation profile for that area is set to Level 2_1 My question is: - Is it possible to change the drone's navigation profile on runtime? If NOT what are the other options? The easiest and hackiest way I can think of is create a different asset for that drone and manually set its navigation profile and spawn those in level 2. But since there's no Unity prefab variant equivalent in Horizon world, that could be challenging since we have many navigation areas, and if we change one thing on a drone, we have to change it for all. Thanks!Solved