NavMesh for Bevy

:warning: This crate has been renamed to vleue_navigator. For updates and continued support, change your dependency!
Navigation mesh for Bevy using Polyanya.

Check out the WASM demo
Usage
Loading a mesh from a gLTF file, then building a PathMesh
from it and using it for getting paths between random points.
use bevy::{
gltf::{Gltf, GltfMesh},
prelude::*,
};
use bevy_pathmesh::{PathMesh, PathMeshPlugin};
use rand::Rng;
fn main() {
App::new()
.add_plugins((DefaultPlugins, PathMeshPlugin))
.add_systems(Startup, load)
.add_systems(Update, get_path)
.run()
}
#[derive(Resource)]
struct Handles(Handle<Gltf>, Option<Handle<PathMesh>>);
fn load(mut commands: Commands, asset_server: Res<AssetServer>) {
commands.insert_resource(Handles(asset_server.load("navmesh.glb"), None));
}
fn get_path(
mut handles: ResMut<Handles>,
gltfs: Res<Assets<Gltf>>,
gltf_meshes: Res<Assets<GltfMesh>>,
meshes: Res<Assets<Mesh>>,
mut path_meshes: ResMut<Assets<PathMesh>>,
) {
if handles.1.is_none() {
let Some(gltf) = gltfs.get(&handles.0) else {
return
};
let Some(gltf_mesh) = gltf_meshes.get(&gltf.named_meshes["navmesh"]) else {
return
};
let Some(mesh) = meshes.get(&gltf_mesh.primitives[0].mesh) else {
return
};
handles.1 = Some(path_meshes.add(PathMesh::from_bevy_mesh(mesh)));
} else {
let Some(path_mesh) = path_meshes.get(handles.1.as_ref().unwrap()) else {
return
};
let from = Vec2::new(
rand::thread_rng().gen_range(-50.0..50.0),
rand::thread_rng().gen_range(-50.0..50.0),
);
let to = Vec2::new(
rand::thread_rng().gen_range(-50.0..50.0),
rand::thread_rng().gen_range(-50.0..50.0),
);
if let Some(path) = path_mesh.path(from, to) {
info!("path from {} to {}: {:?}", from, to, path);
} else {
info!("no path between {} and {}", from, to)
}
}
}
Bevy |
bevy_pathmesh |
0.13 |
0.6 |
0.11 |
0.5 |
0.10 |
0.4 |