Generating a NavMesh / Point Graph for 2D Procedural Platformer Levels

Hi everyone,

I am trying to create an algorithm which handles a NavMesh / Point Graph Generation for 2D Procedural Platforms Level in Unity3D.
The reason why i say NavMesh / Point Graph is because i dont know for sure which one would be better for my 2D Procedural Platform Levels.

What i believe is that Point Graph would be better.

Although i have never made a Pathfinding System and my coding skills arent all that good, but i am willing to learn. Please, if possible could you guys reply with simple English. I dont understand the complicated terms. Thanks in advance for that.

So this is what i have in mind. SInce i know how to say it in theory i dont know how to put it in code. So please, give me advises, criticisms and most of all new theories. Since i already have a working Procedural Platform Generator, I plan to work from that.

  • From that Point Graph, I plan to generate Points above the Platforms,
    on each end. So the AI knows where it can navigate.
  • Once it can navigation from one end of the Platform to another. Its
    time to implement Jumping. So to do so, i plan to Raycast some Math
    Trajectories. So when the Raycast has hit the next platform ( in some
    way , i havent figured out exactly how ) and it needs to jump to the
    next platform. Then it will jump.

Some slight problems i have right now are;

  • Generating the Grid to do the Pathfinding ( Main Problem )

    • I know for normal Pathfinding, Normals Linear Grids are used. But i am certain that for my situation i cant use that.
    • So how can i generate my Graph ?
    • Please include some algorithms
  • How is jumping done ? ( Major - Minor Problem )

    • Am i to program some code for the computer to input some buttons so
      the AI will jump ?
  • How can i perfectly do the Trajectories ? ( Major - Minor Problem )

  • How are cost / weight calculated ? ( Minor Problem )

Thank you so much. Your help is very much appreciated.