There are times when our levels have dynamic obstacles and we need the agent to avoid those obstacles as well. Let's imagine an MMORPG or a MOBA, where the minions from our hero also need to avoid obstacles in order to reach the target. We could implement a difficult algorithm to blend the navigation with the obstacle avoidance, or we could leverage the power of a dynamic NavMesh to get the same result, with little to no code disruption.
In this recipe, we will learn how to adapt a NavMesh to be dynamic and react to moving obstacles, so our agents can avoid them and reach the target successfully.