Baking NavMesh
As the Last step the NavMesh needs to be baked.
Prepare Static Ground: Select your ground object in the scene and set it to Static in the Inspector. This makes it part of the walkable terrain during NavMesh baking.
Disable the Formation GameObject: Temporarily deactivate the Formation object. Formations function as dynamic elements and can interfere with NavMesh generation if left active.
Bake the NavMesh: Select the FormationController GameObject, locate its NavMeshSurface component in the Inspector, and click Bake. This generates the walkable area based on all static objects.
Reactivate the Formation: After baking, re-enable the Formation GameObject.
Align Units to NavMesh (Optional): Press the Create Formation button again. This will recalculate and reposition the units to conform precisely to the newly generated NavMesh.
✅ Setup Complete
The Formation System is now fully configured and ready for use. With units properly assigned, formations generated, and the NavMesh successfully baked, your scene is prepared to handle dynamic and large-scale unit movements. You can now begin testing the system’s capabilities, refine layout behavior, or integrate gameplay features around formation control. Happy developing!
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