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Tactical Pathfinding - Unity3D

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Hi All, I am currently trying to create a tactical pathfinding system using Unity's built-in Navigation. The problem is I can't find an elegant enough solution to my problem. This is what I am trying to accomplish: The Red AI needs to navigate behind those square obstacles in order to tactically navigate to its goal. This is what I have achieved so far: In the above video I have used the NavMeshSurface component. The high-area cost (ie. pink mesh) is generated only if I re-build the NavMesh. I don't want to re-build the NavMesh during runtime, because I have a fairly large level. My Question: Is there any way for the Red AI to do tactical pathfinding on top of Unity's Navigation System?

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