Building nav-mesh in upbge 0.2.5b

Hello, I just started out with UPBGE, I’m trying to create a nav path for enemies to walk on when seeking the player?

Hi - you always make navmesh how buldnavmseh in panel scenes, or make mesh overlay for all path and position in you game scene and in panel physics assign mesh how navmesh - always recalculations this navmeshs. If you understand python you make assign namvesh for navigation agents in actuator steering, assign speed, assign target
import bge
from bge import logic as GL
scene = GL.getCurrentScene()
o = cont.owner
steering = cont.actuators[‘Steering’]
steering.namvesh = scene.objects[‘Navmesh1’]
steering.target = scene.objects[‘Player’]
steering.velocity = 5.000
Through python scripts, you can set your agents simulating enemies such states as patrolling territories by points or objects, searching and chasing the player, or even detecting and attacking neutral agents who help the player and are controlled by artificial intelligence. You can assign such steering fields as target, hover, speed and stopping distance to the actuator - this is enough to write the standard logic of enemies