Legacy Documentation: Version 2018.2 (Go to current version)
Building Off-Mesh Links Automatically
Navigation Areas and Costs
Other Versions

Building Height Mesh for Accurate Character Placement

Height meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary
allows you to place your character more accurately on the walkable surfaces.

While navigating, the NavMeshA mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info
See in Glossary
Agent is constrained on the surface of the NavMesh. Since the NavMesh is an approximation of the walkable space, some features are evened out when the NavMesh is being built. For example, stairs may appear as a slope in the NavMesh. If your game requires accurate placement of the agent, you should enable Height Mesh building when you bake the NavMesh. The setting can be found under the Advanced settings in Navigation window. Note that building Height Mesh will take up memory and processing at runtime, and it will take a little longer to bake the NavMesh.

Further reading

Did you find this page useful? Please give it a rating:

Building Off-Mesh Links Automatically
Navigation Areas and Costs
Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。