

Public readonly GUIContent m_BakeRadiusContent = EditorGUIUtility. TrTextContent( "Max Slope ", "Maximum slope the agent can walk up.

Public readonly GUIContent m_AgentSlopeContent = EditorGUIUtility. TrTextContent( "Step Height ", "The height of discontinuities in the level the agent can climb over (i.e. Public readonly GUIContent m_AgentClimbContent = EditorGUIUtility. TrTextContent( "Height ", "How much vertical clearance space must exist. Public readonly GUIContent m_AgentHeightContent = EditorGUIUtility. TrTextContent( "Radius ", "The minimum distance to the walls where the navigation mesh can exist. Public readonly GUIContent m_AgentRadiusContent = EditorGUIUtility. TrTextContent( "Name ", "The identifier for a set of values of the agent characteristics. Public readonly GUIContent m_AgentNameContent = EditorGUIUtility. SerializedObject m_NavMeshProjectSettingsObject Ĭonst string kRootPath = "m_BuildSettings. SerializedProperty m_MaxJumpAcrossDistance Static NavMeshEditorWindow s_NavMeshEditorWindow Internal class NavMeshEditorWindow : EditorWindow, IHasCustomMenu Using EditorNavMeshBuilder = UnityEditor. Auto OffMeshLink generation will possibly be replaced with a solution that allows better control of placement.// Copyright (c) Unity Technologies. Q: What happened to HeightMesh and Auto Generated OffMeshLinks?Ī: They're not supported in the new NavMesh building feature. Q: What's the use of the new delegate 'NavMesh.onPreUpdate'?Ī: It allows you to hook in to controlling the NavMesh data and links set up before the navigation update loop is called on the native side.Ī: No - new API is required for consistently moving platforms carrying agents.Ī: No - you can still use OffMeshLink - however you'll find that NavMeshLink is more flexible and have less overhead. (native) NavMeshAgent component is enabled. Q: What's the deal with the 'DefaultExecutionOrder' attribute?Ī: It gives a way of controlling the order of execution of scripts - specifically it allows us to build a NavMesh before the Q: How do I query the NavMesh for one specific size of agent?Ī: Use the NavMeshQuery filter when querying the NavMesh. Q: How do I connect two NavMesh surfaces?Ī: Use the NavMeshLink to connect the two sides. Q: Can I use NavMesh'es for more than one agent size? Make sure to backup an existing project before opening it with a beta build. Note: During the beta cycle features and API are subject to change. They are neither generic nor robust, but serve as inspiration. Make sure to select a branch of the repository that matches the Unity version: How To Get StartedĬlone or download this repository and open the project in Unity.Īlternatively, you can copy the contents of Assets/NavMeshComponents to an existing project.

These components comprise the high level controls for building and using NavMeshes at runtime as well as edit time.ĭetailed information can be found in the Documentation section or in the NavMesh building components section of the Unity Manual.

Please use the Unity built-in report system to report any bugs that you find in the AI Navigation package. The Issues section of this repository is closed. You can learn about the future developments of AI Navigation and also share your feature requests in the Unity Platform Roadmap portal. Please use the AI & Navigation Previews section of the forum to discuss about the AI Navigation package and to stay informed about major releases. The content of this repository remains available for older Unity versions but no further development will be made here. Please add that package to your project in order to continue building the NavMesh using these components and to get access to newer versions. This project is now developed as part of the AI Navigation package.
