Version: 2023.1
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NavMeshBuilder.CollectSources

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Description

For convenience, you can create a list of build sources directly from the current geometry. (UnityEngine)

The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.


Declaration

public static void CollectSources(Bounds includedWorldBounds, int includedLayerMask, AI.NavMeshCollectGeometry geometry, int defaultArea, List<NavMeshBuildMarkup> markups, List<NavMeshBuildSource> results);

Parameters

includedWorldBounds The queried objects must overlap these bounds to be included in the results.
includedLayerMask Specifies which layers are included in the query.
geometry Which type of geometry to collect - e.g. physics colliders.
defaultArea Area type to assign to results, unless modified by NavMeshMarkup.
markups List of markups which allows finer control over how objects are collected.
results List where results are stored, the list is cleared at the beginning of the call.

Description

Collects renderers or physics colliders, and terrains within a volume. (UnityEngine)


Declaration

public static void CollectSources(Bounds includedWorldBounds, int includedLayerMask, AI.NavMeshCollectGeometry geometry, int defaultArea, bool generateLinksByDefault, List<NavMeshBuildMarkup> markups, bool includeOnlyMarkedObjects, List<NavMeshBuildSource> results);

Parameters

includedWorldBounds The queried objects must overlap these bounds to be included in the results.
includedLayerMask Specifies which layers are included in the query.
geometry Which type of geometry to collect - e.g. physics colliders.
defaultArea Area type to assign to results, unless modified by NavMeshMarkup.
generateLinksByDefault If true, all the source will be considered for generating links. Otherwise, only the marked sources will be considered.
markups List of markups which allows finer control over how objects are collected.
includeOnlyMarkedObjects Specifies if only objects with markups are collected.
results List where results are stored, the list is cleared at the beginning of the call.

Description

Collects renderers or physics colliders, and terrains within a volume. (UnityEngine)


Declaration

public static void CollectSources(Transform root, int includedLayerMask, AI.NavMeshCollectGeometry geometry, int defaultArea, List<NavMeshBuildMarkup> markups, List<NavMeshBuildSource> results);

Parameters

root If not null, consider only root and its children in the query; if null, includes everything loaded.
includedLayerMask Specifies which layers are included in the query.
geometry Which type of geometry to collect - e.g. physics colliders.
defaultArea Area type to assign to results, unless modified by NavMeshMarkup.
markups List of markups which allows finer control over how objects are collected.
results List where results are stored, the list is cleared at the beginning of the call.

Description

Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEngine)


Declaration

public static void CollectSources(Transform root, int includedLayerMask, AI.NavMeshCollectGeometry geometry, int defaultArea, bool generateLinksByDefault, List<NavMeshBuildMarkup> markups, bool includeOnlyMarkedObjects, List<NavMeshBuildSource> results);

Parameters

root If not null, consider only root and its children in the query; if null, includes everything loaded.
includedLayerMask Specifies which layers are included in the query.
geometry Which type of geometry to collect - e.g. physics colliders.
defaultArea Area type to assign to results, unless modified by NavMeshMarkup.
generateLinksByDefault If true, all the source will be considered for generating links. Otherwise, only the marked sources will be considered.
markups List of markups which allows finer control over how objects are collected.
includeOnlyMarkedObjects Specifies if only objects with markups are collected.
results List where results are stored, the list is cleared at the beginning of the call.

Description

Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEngine)

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