Navigation
Basics
The Navigation in Ransacked is built on top of Unity's native navmesh system. The main reason behind using
Unity's
built-in package was to allow for overlapping vertical paths. Early attempts to use the navmesh system were less
than favourable.

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
of
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
Animation
A unit moves at a speed based on its movement speed stat. The number represents how many Ransacked units a unit
can
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
movement speed.
Movement speed of 200:

Movement speed of 400:
