The Navigation in Ransacked is built on top of Unity's native navmesh system. The main reason behind using
built-in package was to allow for overlapping vertical paths. Early attempts to use the navmesh system were less
With a lot of tweaking we saw some better results.
In its current iteration Ransacked only uses Unity's navmesh for the mesh itself and path calculation. Navigation
the units is handled by a custom system.
The only rule for navigation is: the unit must be facing in the direction it's going to move to be able to move.
A unit can also be given a command to follow other units. The same logic goes into chasing a target enemy.
Note: I ideally want to write a new system, with a more complex range of movement, that doesn't use any of
Unity's packages for navigation, but it's not a current priority
A unit moves at a speed based on its movement speed stat. The number represents how many Ransacked units a unit
travel in one second. A Ransacked Unit is equal to 1/100 of a Unity unit or 1cm.
We use a system to adjust the animation, based on the length of the animation, to play at the right speed for any