| AgentCount | NavAI.NavigationZone | |
| AgentHolder | NavAI.NavigationZone | |
| AgentUpdateTime | NavAI.NavigationZone | |
| ArrangeAgents | NavAI.NavigationZone | |
| ArrangeObstacles | NavAI.NavigationZone | |
| ArrangeTerrain | NavAI.NavigationZone | |
| CalculateClearances | NavAI.NavigationZone | |
| CalculateHeights | NavAI.NavigationZone | |
| ClampPoint(Vector3 point) | NavAI.NavigationZone | |
| ContainsCircle(Vector3 center, float radius) | NavAI.NavigationZone | |
| ContainsPoint(Vector3 point) | NavAI.NavigationZone | |
| CurrentSimulationStep | NavAI.NavigationZone | |
| EditorGenerationMode | NavAI.NavigationZone | |
| EditorGenMode enum name | NavAI.NavigationZone | |
| EditorUpdateMode | NavAI.NavigationZone | |
| EditorUpMode enum name | NavAI.NavigationZone | |
| FindPathImmediate(Vector3 start, Vector3 goal, float radius) | NavAI.NavigationZone | |
| FrameTime | NavAI.NavigationZone | |
| GenerateMesh() | NavAI.NavigationZone | |
| GenerateMesh(IList< Terrain > terrains, IList< GameObject > obstacles) | NavAI.NavigationZone | |
| GenerateMesh(Heightmap heightmap, IList< GameObject > obstacles) | NavAI.NavigationZone | |
| GenerateMesh(Heightmap heightmap, IList< IList< Vector2 >> obstacles) | NavAI.NavigationZone | |
| GenerateMesh(Heightmap heightmap, bool[,] tiles, IList< GameObject > obstacles) | NavAI.NavigationZone | |
| GenerateMesh(Heightmap heightmap, bool[,] tiles, IList< IList< Vector2 >> obstacles) | NavAI.NavigationZone | |
| GenerateMeshImmediate() | NavAI.NavigationZone | |
| GenerateMeshImmediate(IList< Terrain > terrains, IList< GameObject > obstacles) | NavAI.NavigationZone | |
| GenerateMeshImmediate(Heightmap heightmap, IList< GameObject > obstacles) | NavAI.NavigationZone | |
| GenerateMeshImmediate(Heightmap heightmap, IList< IList< Vector2 >> obstacles) | NavAI.NavigationZone | |
| GenerateMeshImmediate(Heightmap heightmap, bool[,] tiles, IList< GameObject > obstacles) | NavAI.NavigationZone | |
| GenerateMeshImmediate(Heightmap heightmap, bool[,] tiles, IList< IList< Vector2 >> obstacles) | NavAI.NavigationZone | |
| GetAgentsInRange(Vector3 point, float searchRange, IList< Agent > result) | NavAI.NavigationZone | |
| GetHeight(Vector3 point) | NavAI.NavigationZone | |
| GetMeshPoint(Vector3 point, float radius) | NavAI.NavigationZone | |
| GetNearestAgent(Vector3 point, out Agent result) | NavAI.NavigationZone | |
| GetNearestAgents(Vector3 point, IList< KeyValuePair< float, Agent >> result, int maxNoAgents) | NavAI.NavigationZone | |
| GetNearestAgentsInRange(Vector3 point, float searchRange, IList< KeyValuePair< float, Agent >> result, int maxNoAgents) | NavAI.NavigationZone | |
| GetObstaclesInRange(Vector3 point, float radius, ObstacleCollection result, TriangulationWorker worker=null) | NavAI.NavigationZone | |
| GetSurfacePoint(Vector3 point) | NavAI.NavigationZone | |
| HeightmapResolution | NavAI.NavigationZone | |
| IsBakingMesh | NavAI.NavigationZone | |
| IsObstaclesTreeDirty | NavAI.NavigationZone | |
| IsReady | NavAI.NavigationZone | |
| IsStatic | NavAI.NavigationZone | |
| Layers | NavAI.NavigationZone | |
| LocalToWorldPoint(Vector3 point) | NavAI.NavigationZone | |
| LocalToWorldVector(Vector3 vector) | NavAI.NavigationZone | |
| MaxHeight | NavAI.NavigationZone | |
| MaxSlope | NavAI.NavigationZone | |
| MeshBakingProgress | NavAI.NavigationZone | |
| MeshUpdateDelay | NavAI.NavigationZone | |
| MeshUpdateTime | NavAI.NavigationZone | |
| MeshVersion | NavAI.NavigationZone | |
| MinClearance | NavAI.NavigationZone | |
| MinPolygonArea | NavAI.NavigationZone | |
| MinRegionArea | NavAI.NavigationZone | |
| ObstacleCount | NavAI.NavigationZone | |
| ObstHolder | NavAI.NavigationZone | |
| Position | NavAI.NavigationZone | |
| PositionUpdateTime | NavAI.NavigationZone | |
| Precision | NavAI.NavigationZone | |
| QueryCollision(Vector3 point, float radius) | NavAI.NavigationZone | |
| QueryMovement(Vector3 origin, Vector3 destination, float radius, TriangulationWorker worker=null) | NavAI.NavigationZone | |
| QueryVisibility(Vector3 origin, Vector3 destination, TriangulationWorker worker=null) | NavAI.NavigationZone | |
| RecordEditorUndo() | NavAI.NavigationZone | |
| RobustBaking | NavAI.NavigationZone | |
| RvoUpdateTime | NavAI.NavigationZone | |
| ScanColliders | NavAI.NavigationZone | |
| ScanMeshes | NavAI.NavigationZone | |
| Size | NavAI.NavigationZone | |
| SqrDistanceToPoint(Vector2 point) | NavAI.NavigationZone | |
| StepHeight | NavAI.NavigationZone | |
| TilemapResolution | NavAI.NavigationZone | |
| TimeStep | NavAI.NavigationZone | |
| TreeObstaclesCount | NavAI.NavigationZone | |
| TreeUpdateTime | NavAI.NavigationZone | |
| TriangleCount | NavAI.NavigationZone | |
| TriangulationObstaclesCount | NavAI.NavigationZone | |
| VertexCount | NavAI.NavigationZone | |
| WorldToLocalPoint(Vector3 point) | NavAI.NavigationZone | |
| WorldToLocalVector(Vector3 vector) | NavAI.NavigationZone | |
| ZoneSettings | NavAI.NavigationZone | |