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NavAI Documentation
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Inherits MonoBehaviour.
Classes | |
| class | ObstacleList |
Public Types | |
| enum | EditorGenMode { EditorGenMode.Automatic, EditorGenMode.Manual } |
| enum | EditorUpMode { EditorUpMode.MeshAndAgents, EditorUpMode.MeshOnly, EditorUpMode.AgentsOnly, EditorUpMode.None } |
Public Member Functions | |
| Vector3 | ClampPoint (Vector3 point) |
| bool | ContainsCircle (Vector3 center, float radius) |
| bool | ContainsPoint (Vector3 point) |
| Path | FindPathImmediate (Vector3 start, Vector3 goal, float radius) |
| void | GenerateMesh () |
| void | GenerateMesh (IList< Terrain > terrains, IList< GameObject > obstacles) |
| void | GenerateMesh (Heightmap heightmap, IList< GameObject > obstacles) |
| void | GenerateMesh (Heightmap heightmap, IList< IList< Vector2 >> obstacles) |
| void | GenerateMesh (Heightmap heightmap, bool[,] tiles, IList< GameObject > obstacles) |
| void | GenerateMesh (Heightmap heightmap, bool[,] tiles, IList< IList< Vector2 >> obstacles) |
| void | GenerateMeshImmediate () |
| void | GenerateMeshImmediate (IList< Terrain > terrains, IList< GameObject > obstacles) |
| void | GenerateMeshImmediate (Heightmap heightmap, IList< GameObject > obstacles) |
| void | GenerateMeshImmediate (Heightmap heightmap, IList< IList< Vector2 >> obstacles) |
| void | GenerateMeshImmediate (Heightmap heightmap, bool[,] tiles, IList< GameObject > obstacles) |
| void | GenerateMeshImmediate (Heightmap heightmap, bool[,] tiles, IList< IList< Vector2 >> obstacles) |
| void | GetAgentsInRange (Vector3 point, float searchRange, IList< Agent > result) |
| float | GetHeight (Vector3 point) |
| Vector3 | GetMeshPoint (Vector3 point, float radius) |
| void | GetNearestAgent (Vector3 point, out Agent result) |
| void | GetNearestAgents (Vector3 point, IList< KeyValuePair< float, Agent >> result, int maxNoAgents) |
| void | GetNearestAgentsInRange (Vector3 point, float searchRange, IList< KeyValuePair< float, Agent >> result, int maxNoAgents) |
| void | GetObstaclesInRange (Vector3 point, float radius, ObstacleCollection result, TriangulationWorker worker=null) |
| Vector3 | GetSurfacePoint (Vector3 point) |
| Vector3 | LocalToWorldPoint (Vector3 point) |
| Vector3 | LocalToWorldVector (Vector3 vector) |
| bool | QueryCollision (Vector3 point, float radius) |
| bool | QueryMovement (Vector3 origin, Vector3 destination, float radius, TriangulationWorker worker=null) |
| bool | QueryVisibility (Vector3 origin, Vector3 destination, TriangulationWorker worker=null) |
| void | RecordEditorUndo () |
| float | SqrDistanceToPoint (Vector2 point) |
| Vector3 | WorldToLocalPoint (Vector3 point) |
| Vector3 | WorldToLocalVector (Vector3 vector) |
Properties | |
| int | AgentCount [get] |
| Transform | AgentHolder [get] |
| float | AgentUpdateTime [get] |
| bool | ArrangeAgents [get, set] |
| bool | ArrangeObstacles [get, set] |
| bool | ArrangeTerrain [get, set] |
| bool | CalculateClearances [get, set] |
| bool | CalculateHeights [get, set] |
| long | CurrentSimulationStep [get] |
| EditorGenMode | EditorGenerationMode [get, set] |
| EditorUpMode | EditorUpdateMode [get, set] |
| float | FrameTime [get] |
| int | HeightmapResolution [get, set] |
| bool | IsBakingMesh [get] |
| bool | IsObstaclesTreeDirty [set] |
| bool | IsReady [get] |
| bool | IsStatic [get, set] |
| LayerMask | Layers [get, set] |
| float | MaxHeight [get, set] |
| float | MaxSlope [get, set] |
| float | MeshBakingProgress [get] |
| float | MeshUpdateDelay [get, set] |
| float | MeshUpdateTime [get] |
| int | MeshVersion [get] |
| float | MinClearance [get, set] |
| float | MinPolygonArea [get, set] |
| float | MinRegionArea [get, set] |
| int | ObstacleCount [get] |
| Transform | ObstHolder [get] |
| Vector3 | Position [get, set] |
| float | PositionUpdateTime [get] |
| float | Precision [get, set] |
| bool | RobustBaking [get, set] |
| float | RvoUpdateTime [get] |
| bool | ScanColliders [get, set] |
| bool | ScanMeshes [get, set] |
| Vector3 | Size [get, set] |
| float | StepHeight [get, set] |
| int | TilemapResolution [get, set] |
| float | TimeStep [get] |
| int | TreeObstaclesCount [get] |
| float | TreeUpdateTime [get] |
| int | TriangleCount [get] |
| int | TriangulationObstaclesCount [get] |
| int | VertexCount [get] |
| Settings | ZoneSettings [get, set] |
A NavigationZone is a MonoBehaviour that defines a region with a navmesh where agents can navigate on.
A scene can have multiple NavigationZones active at the same time. In such cases, direct use of the NavigationZone's API is not recommended. Use the NavigationWorld static methods to handle scenes with multiple zones.
The NavigationZone contains internal structures of all the agents and obstacles on it, as well as the NavMesh used for navigation and pathfinding. The zone also contains worker classes used for multi-threaded pathfinding and collision avoidance, all of which are handled automatically during the zone's updates.
A NavigationZone can be set up using the editor inspector, or at runtime by adding a componenet to a GameObject. When creating a NavigationZone at runtime, be sure to set up all of the zone's variables and then calling the desired GenerateMesh method overload. GenerateMesh overloads with more parameters generate the mesh faster than overloads with less parameters. To ensure a quick runtime mesh generation, check out the AdvancedSettings/NavMesh section.
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Enum used to define the Editor Update Mode.
This enum enables the ExecuteInEditMode attribute, enabling the NavigationZone to run the mesh and agents update while in the editor.
| Vector3 NavAI.NavigationZone.ClampPoint | ( | Vector3 | point | ) |
Clamps the point to be within the zone volume.
| point | The world point to be clamped. |
| bool NavAI.NavigationZone.ContainsCircle | ( | Vector3 | center, |
| float | radius | ||
| ) |
Returns true if the circle is partially or completely inside the zone boundaries.
| center | The center of the circle in world space. |
| radius | The circle radius in meters. |
| bool NavAI.NavigationZone.ContainsPoint | ( | Vector3 | point | ) |
Returns true if the point is inside the zone boundaries.
| point | The query world point |
| Path NavAI.NavigationZone.FindPathImmediate | ( | Vector3 | start, |
| Vector3 | goal, | ||
| float | radius | ||
| ) |
Finds a path from start to goal.
| start | The path start point in world space. |
| goal | The path goal in world space. |
| radius | The path collision radius in meters. |
This process is not multi-threaded and may cause performance problems. Use of this meothd is not recommended.
The path will be available immediately after this method call. Be sure to check if the path found is not invalid.
| void NavAI.NavigationZone.GenerateMesh | ( | ) |
Generates a new mesh for the zone using a background process.
This overload will scan the entire scene for objects to be used on the mesh generation. This is the slowest overload for mesh generation and should be avoided when possible.
| void NavAI.NavigationZone.GenerateMesh | ( | IList< Terrain > | terrains, |
| IList< GameObject > | obstacles | ||
| ) |
Generates a new mesh for the zone using a background thread.
| terrains | Terrains to be used. |
| obstacles | Obstacles to be used. |
This overload will skip the complete scene scan and jump right into the heightmap generation using the given terrain and obstacles.
The list of obstacles used in this overload should contain only static obstacles.
| void NavAI.NavigationZone.GenerateMesh | ( | Heightmap | heightmap, |
| IList< GameObject > | obstacles | ||
| ) |
Generates a new mesh for the zone using a background process.
| heightmap | The heightmap to be used. Resolution must match the zone's heightmapResolution variable. |
| obstacles | The list of obstacles to ve carved on the mesh. |
remarks>
This overload will skip the terrain scan, and will use the given heightmap as a base. The obstacles will be carved on the heightmap and the generation process will continue from there.
The list of obstacles used in this overload should contain only static obstacles.
| void NavAI.NavigationZone.GenerateMesh | ( | Heightmap | heightmap, |
| IList< IList< Vector2 >> | obstacles | ||
| ) |
Generates a new mesh for the zone using a background process.
| heightmap | The heightmap to be used. Resolution must match the zone's heightmapResolution variable. |
| obstacles | The list of obstacles to ve carved on the mesh. |
This overload will use the heightmap given and will jump right into the tilemap construction and then proceeed with the triangulation process.
The list of obstacles used in this overload should contain only static obstacles that carve on the triangulation.
| void NavAI.NavigationZone.GenerateMesh | ( | Heightmap | heightmap, |
| bool | tiles[,], | ||
| IList< GameObject > | obstacles | ||
| ) |
Generates a new mesh for the zone using a background process.
| heightmap | The heightmap to be used. Resolution must match the zone's heightmapResolution variable. |
| tiles | The tiles to be used on the mesh. Must have the same resolution as the zone's tilemapResolution variable. True means the tile is occupied by an obstacle, false means the tile is free of obstacles and can be walked over. |
| obstacles | The list of obstacles to be carved on the mehs baseTriangulation. |
This overload uses the given heightmap and tilemap, and jumpts right into the triangulation process. This is a very fast generation process.
The list of obstacles used in this overload should contain only static obstacles that carve on the triangulation.
| void NavAI.NavigationZone.GenerateMesh | ( | Heightmap | heightmap, |
| bool | tiles[,], | ||
| IList< IList< Vector2 >> | obstacles | ||
| ) |
Generates a new mesh for the zone using a background process.
| heightmap | The heightmap to be used. Resolution must match the zone's heightmapResolution variable. |
| tiles | The tiles to be used on the mesh. Must have the same resolution as the zone's tilemapResolution variable. True means the tile is occupied by an obstacle, false means the tile is free of obstacles and can be walked over. |
| obstacles | The list of obstacles to be carved on the mehs baseTriangulation. |
This overloada uses the given parameters and jumpts straight into the triangulation process. This is the fastest overload.
The list of obstacles used in this overload should contain only static obstacles that carve on the triangulation.
| void NavAI.NavigationZone.GenerateMeshImmediate | ( | ) |
Immediately generates a new mesh for the zone using the main thread.
This overload will scan the entire scene for objects to be used on the mesh generation. This is the slowest overload for mesh generation and should be avoided when possible.
| void NavAI.NavigationZone.GenerateMeshImmediate | ( | IList< Terrain > | terrains, |
| IList< GameObject > | obstacles | ||
| ) |
Generates a new mesh for the zone using the main thread.
| terrains | Terrains to be used. |
| obstacles | Obstacles to be used |
This overload will skip the complete scene scan and jump right into the heightmap generation using the given terrain and obstacles.
The list of obstacles used in this overload should contain only static obstacles.
| void NavAI.NavigationZone.GenerateMeshImmediate | ( | Heightmap | heightmap, |
| IList< GameObject > | obstacles | ||
| ) |
Immediately generates a new mesh for the zone using the main thread.
| heightmap | The heightmap to be used. Must have the same resolution as the zone's heightmapResolution variable. |
| obstacles | The list of obstacles to be carved into the mesh. |
This overload will skip the terrain scan, and will use the given heightmap as a base. The obstacles will be carved on the heightmap and the generation process will continue from there.
The list of obstacles used in this overload should contain only static obstacles.
| void NavAI.NavigationZone.GenerateMeshImmediate | ( | Heightmap | heightmap, |
| IList< IList< Vector2 >> | obstacles | ||
| ) |
Immediately generates a new mesh for the zone using the main thread.
| heightmap | The heightmap to be used. Must have the same resolution as the zone's heightmapResolution variable. |
| obstacles | The list of obstacles to be carved into the mesh. |
This overload will use the heightmap given and will jump right into the tilemap construction and then proceeed with the triangulation process.
The list of obstacles used in this overload should contain only static obstacles that carve on the triangulation.
| void NavAI.NavigationZone.GenerateMeshImmediate | ( | Heightmap | heightmap, |
| bool | tiles[,], | ||
| IList< GameObject > | obstacles | ||
| ) |
Immediately generates a new mesh for the zone.
| heightmap | The heightmap to be used. Must have the same resolution as the zone's heightmapResolution variable. |
| tiles | The tiles to be used on the mesh. Must have the same resolution as the zone's tilemapResolution variable. True means the tile is occupied by an obstacle, false means the tile is free of obstacles and can be walked over. |
| obstacles | The list of obstacles to be carved on the mesh baseTriangulation. |
This overload uses the given heightmap and tilemap, and jumpts right into the triangulation process. This is a very fast generation process.
The list of obstacles used in this overload should contain only static obstacles that carve on the triangulation.
| void NavAI.NavigationZone.GenerateMeshImmediate | ( | Heightmap | heightmap, |
| bool | tiles[,], | ||
| IList< IList< Vector2 >> | obstacles | ||
| ) |
Immediately generates a new mesh for the zone.
| heightmap | The heightmap to be used. Must have the same resolution as the zone's heightmapResolution variable. |
| tiles | The tiles to be used on the mesh. Must have the same resolution as the zone's tilemapResolution variable. True means the tile is occupied by an obstacle, false means the tile is free of obstacles and can be walked over. |
| obstacles | The list of obstacles to be carved on the mesh baseTriangulation. |
This overloada uses the given parameters and jumpts straight into the triangulation process. This is the fastest overload.
The list of obstacles used in this overload should contain only static obstacles that carve on the triangulation.
| void NavAI.NavigationZone.GetAgentsInRange | ( | Vector3 | point, |
| float | searchRange, | ||
| IList< Agent > | result | ||
| ) |
Locates and fills the list with all agents within range of the point.
| point | The query point in world space. |
| searchRange | The query search range in meters.. |
| result | List to be filled with the result. Must not be a readyonly list. |
Agent distances to the point are compared using the distance between the point and the agent collision radius.This means that agent size can affect the result.
| float NavAI.NavigationZone.GetHeight | ( | Vector3 | point | ) |
Gets the heightmap height of the point.
| point | The query point in world space. |
| Vector3 NavAI.NavigationZone.GetMeshPoint | ( | Vector3 | point, |
| float | radius | ||
| ) |
Returns the nearest collision-free point on the navigation mesh.
| point | The query point in world space. |
| radius | The query collision radius in meters. |
Result does not consider dynamic obstacles that are not carved into the mesh.
| void NavAI.NavigationZone.GetNearestAgent | ( | Vector3 | point, |
| out Agent | result | ||
| ) |
Fills the result with the nearest agent to the point.
| point | The query point in world space. |
| result | The query result. |
Agent distances to the point are compared using the distance between the point and the agent collision radius.This means that agent size can affect the result.
| void NavAI.NavigationZone.GetNearestAgents | ( | Vector3 | point, |
| IList< KeyValuePair< float, Agent >> | result, | ||
| int | maxNoAgents | ||
| ) |
Fills the list with the n nearest agents of the point.
| point | The query point in world space. |
| result | The list to be filled with the agents. The Key is the distance from the agent to the point and the Value is the agent. |
| maxNoAgents | Maximum number of agents to fill the list with. |
KEY = Vector2.Distance(agent, point) - agent.radius;
VALUE = agent;
Agent distances to the point are compared using the distance between the point and the agent collision radius.This means that agent size can affect the result.
| void NavAI.NavigationZone.GetNearestAgentsInRange | ( | Vector3 | point, |
| float | searchRange, | ||
| IList< KeyValuePair< float, Agent >> | result, | ||
| int | maxNoAgents | ||
| ) |
Fills the list with the n nearest agents of the point.
| point | The query point in world space. |
| searchRange | The query search range in meters. |
| result | The list to be filled with the agents. The Key is the distance from the agent to the point and the Value is the agent. |
| maxNoAgents | Maximum number of agents to fill the list with. |
KEY = Vector2.Distance(agent, point) - agent.radius;
VALUE = agent;
Agent distances to the point are compared using the distance between the point and the agent collision radius.This means that agent size can affect the result.
| void NavAI.NavigationZone.GetObstaclesInRange | ( | Vector3 | point, |
| float | radius, | ||
| ObstacleCollection | result, | ||
| TriangulationWorker | worker = null |
||
| ) |
Fills the list with all obstacles within range of the point.
| point | The query point in world space. |
| radius | The query search range in meters. |
| result | The list to be filled with obstacles. |
| worker | The worker used internally by the query. This parameter cannot be null if called from outside the main thread. |
This process includes triangulation edges that are considered obstacles as well as obstacles that are not carved on the triangulation. Since all obstacles implement IObstacle, use typechecks to get the type of obstacle stored in the list. SegmentObstalces are stored counter-clockwise, meaning the the obstacle is to the left of the segment.
Obstacles are added to the list using their bounding ball for quick searches. Be sure to check if the obstacle segments are actually within range of the point before doing operations with the obstacle.
| Vector3 NavAI.NavigationZone.GetSurfacePoint | ( | Vector3 | point | ) |
Returns the Vector3(x, y, z) using the heightmap height.
| point | The query point in world space. |
| Vector3 NavAI.NavigationZone.LocalToWorldPoint | ( | Vector3 | point | ) |
Transforms the local point into the global coordinate system.
| point | The point to be transformed. |
| Vector3 NavAI.NavigationZone.LocalToWorldVector | ( | Vector3 | vector | ) |
Transforms the local vector into a world vector.
| vector | The vector to be transformed. |
| bool NavAI.NavigationZone.QueryCollision | ( | Vector3 | point, |
| float | radius | ||
| ) |
Returns true if the point is in collision with the navigation mesh.
| point | The query point in world space. |
| radius | The query collision radius in meters. |
Result does not consider dynamic obstacles that are not carved into the mesh.
| bool NavAI.NavigationZone.QueryMovement | ( | Vector3 | origin, |
| Vector3 | destination, | ||
| float | radius, | ||
| TriangulationWorker | worker = null |
||
| ) |
Returns true if the circles are fully visible to each other.
| origin | The query initial point in world space. |
| destination | The query destination point in world space. |
| radius | The query collision radius in meters. |
| worker | The worker used for this query. This parameter cannot be null if called from outisde the main thread. |
This method is equivalent to CapsuleCast, but it considers the navmesh triangles instead of object colliders. Only obstacles that are carved on the triangulation are considered for this query.
| bool NavAI.NavigationZone.QueryVisibility | ( | Vector3 | origin, |
| Vector3 | destination, | ||
| TriangulationWorker | worker = null |
||
| ) |
Returns true if the points are visible to each other.
| origin | The query initial point in world space. |
| destination | The query destination point in world space. |
| worker | The worker used for the query. This parameter cannot be null if called from outside the main thread. |
This method is equivalent to Unity's Physics.Raycast, but it considers the navmesh triangles instead of object colliders. Only obstacles that are carved on the triangulation are considered for this query.
| void NavAI.NavigationZone.RecordEditorUndo | ( | ) |
Records the object undo for editor operations.
This method is used internally in the editor scripts. There is no need for the user to call this.
| float NavAI.NavigationZone.SqrDistanceToPoint | ( | Vector2 | point | ) |
Returns the square distance between this zone and the point.
| point | The query point in world space. |
This is a 2D operation and does not consider the point height (y coordinate).
| Vector3 NavAI.NavigationZone.WorldToLocalPoint | ( | Vector3 | point | ) |
Transforms the world point to a point in the zone's local coordinate system.
| point | The point to be transformed. |
| Vector3 NavAI.NavigationZone.WorldToLocalVector | ( | Vector3 | vector | ) |
Transforms the world vector into a zone local vector.
| vector | Vector to be transformed. |
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Gets the number of acitve agents on the zone.
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Gets the total processing time of the agents tree update for the previous simulation step.
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getset |
Gets or sets the zone arrange agents option.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone arrange obstacles option.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone arrange terrain option.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone calculate clearances option.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone calculate heights.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the current simulation step of the zone.
This is the number of steps the zone has performed since it started. It may differ from the number of frames ran on the application both because the Zone may use a different update frequency than the application framerate, but also because it can take a while for the zone to become active after application initilization.
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getset |
Gets or sets the zone editor bake mode.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone editor update mode.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the total processing time of the previous simulation step for this zone.
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getset |
Gets or sets the zone heightmap resolution.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets true if the zone is currently baking a new navmesh.
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set |
Gets or sets if the obstacles tree is dirty.
A dirty obstacles tree will update on the next simulation step. The zone's obstacles tree automatically becomes dirty whenever an obstacle is added or an obstacle has changed.
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get |
Gets true if the zone is ready for use.
The zone is ready for use if it's mesh is not null and is ready.
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getset |
Gets or sets if the zone is static.
A static zone will not be able to have it's transform changed at runtime. Despite being static or not, the zone's navmesh and obstacles will still be dynamic and the triangulation will still update as needed.
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getset |
Gets or sets the zone layermask.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone max height in meters.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone max slope in degrees.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the progress percentage of the baking process. If the zone is not baking a mesh, the return value will be 0.
Be sure to check if the zone is baking a mesh befrore using this value.
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getset |
Gets the total background processing time for the previous triangulation update.
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get |
Gets the total processing time of the mesh update for the previous simulation step.
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get |
Gets the zone's NavMesh version.
The NavMesh version starts at 0 and is incremented by one every time it updates.
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getset |
Gets or sets the zone minimum clearance in meters.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone minimum polygon area in meters squared.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone minimum region area in meters squared.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the number of active obstacles on the zone.
This number includes both obstacles that are carved on the triangulation and obstacles that are not.
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get |
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getset |
Gets or sets the zone position in the world.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the total processing time of the transform updates for the previous simulation step.
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getset |
Gets or sets the zone precision in meters.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone robust baking option.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the total processing time of the RVO update for the previous simulation step.
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getset |
Gets or sets the zone scan colliders option.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone scan meshes.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone world size.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone step height in meters.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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getset |
Gets or sets the zone tilemap resolution.
This propriety cannot be set at runtime after the zone becomes ready.
Check the AdvancedSettings/NavMesh for more information on this zone propriety.
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get |
Gets the timestep of the last simulation step.
This number will be constant if the simulation uses fixed update.
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get |
Gets the number of active obstacles on the zone's obstacle tree.
This number does not include obstacles that are carved on the triangulation.
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get |
Gets the total processing time of the obstacles tree update for the previous simulation step.
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get |
Gets the number of triangles on the zone's triangulation.
This number includes both walkable and unwalkable triangles.
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get |
Gets the number of active obstacles on the zone's triangulation.
This number does not include obstacles that are not carved on the triangulation.
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get |
Gets the number of vertices on the zone's triangulation.
This number includes vertices of both walkable and unwalkable triangles.
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getset |
Gets or sets the zone settings file.
The zone settings file is used for all agents and obstacles assigned to the zone.