yes, its time for another navmesh update.

The problem that caused navmesh to be in the release has been fixed

Which means the next version
will have navmesh.
In about 4-6 hours, the basis of an AI RPG melee character was created, with the AI based on navmesh movement.
Skylines scripting is really powerful now, i was quite suprised!
Here is a video showcasing semi game-play with navmesh usage.
Blue Goblin - Enemy
Green Goblin - Player Controlled Character
Both characters can be damaged and KO'd as well as attack on command.
The blue goblin will chase you across the navmesh, when it reaches you, it will begin attacking you and take off your health.
If you are KO'd, your character goes down and is no longer controllable and the scene has too be restarted. In a game, this can be swapped out for reload or respawn.
If you attack, the goblin will be damaged and KO, but there is no display for its health atm.
More than 1 enemy can also be added to the scene and chase/attack you, but the player is only attacking 1 enemy atm.
This is the starting framework of the RPG Template, like the Racing and FPS templates.
Note: The AI movement is still twitchy or overcompensates, this is the steering because of the physics controllers having to keep up and match the agents they are following. This part is still being developed. There is also a problem when the AI cannot find a path to you and can get stuck. Navmesh is good, but still not perfect.
Hope you like it
