Los components de construcción de un NavMesh le proporcionan a usted con unos controles adicionales para construir (también conocido como baking) y utilizando NavMeshes en tiempo de ejecución en el Editor de Unity.
NavMesh Modifiers are not in the Unity standard install; see documentation on high-level NavMesh building components for information on how to access them.
agentTypeID – ID describing the Agent type the NavMesh should be built for.collectObjects – Defines how input geometry is collected from the Scene, one of UnityEngine.AI.CollectObjects:
All – Use all objects in the scene.Volume – Use all GameObjects in the Scene that touch the bounding volume (see size and center)Children – use all objects which are children to the Game Object where the NavMesh Surface is attached to.size – Dimensions of the build volume. The size is not affected by scaling.center – Center of the build volume relative to the transform center.layerMask – Bitmask defining the layers on which the GameObjects must be to be included in the baking.useGeometry – Defines which geometry is used for baking, one of UnityEngine.NavMeshCollectGeometry:
RenderMeshes – Use geometry from render meshes and terrainsPhysicsColliders – Use geometry from colliders and terrains.defaultArea – Default area type for all input geometries, unless otherwise specified.ignoreNavMeshAgent – True if GameObjects with a Nav Mesh Agent component should be ignored as input.ignoreNavMeshObstacle – True if GameObjects with a Nav Mesh Obstacle component should be ignored as input.overrideTileSize – True if tile size is set.tileSize – Tile size in voxels (the component description includes information on how to choose tile size).overrideVoxelSize – True if the voxel size is set.voxelSize – Size of the voxel in world units (the component description includes information on how to choose tile size).buildHeightMesh – Not implemented.bakedNavMeshData – Reference to the NavMeshData the surface uses, or null if not set.activeSurfaces – List of all active NavMeshSurfaces.Note: The above values affect how the bake results, and so you must call Bake() to include them.
void Bake ()Bakes a new NavMeshData based on the parameters set on NavMesh Surface. The data can be accessed via bakedNavMeshData.
overrideArea – True if the modifier overrides area type.area – New area type to apply.ignoreFromBuild – True if the GameObject which contains the modifier and its children should be not be used to NavMesh baking.activeModifiers – List of all active NavMeshModifiers.bool AffectsAgentType(int agentTypeID)Returns true if the modifier applies to the specified Agent type, otherwise false.
size – Size of the bounding volume in local space units. Transform affects the size.center – Center of the bounding volume in local space units. Transform affects the center.area – Area type to apply for the NavMesh areas that are inside the bounding volume.bool AffectsAgentType(int agentTypeID)Returns true of the the modifier applies for the specified Agent type.
agentTypeID – The type of Agent that can use the link.startPoint – Start point of the link in local space units. Transform affects the location.endPoint – End point of the link in local space units. Transform affects the location.width – Width of the link in world length units.bidirectional – If true, the link can be traversed both ways. If false, the link can be traversed only from start to end.autoUpdate – If true, the link updates the end points to follow the transform of the GameObject every frame.area – Area type of the link (used for pathfinding cost).void UpdateLink()Updates the link to match the associated transform. This is useful for updating a link, for example after changing the transform position, but is not necessary if the autoUpdate property is enabled. However calling UpdateLink can have a much smaller performance impact if you rarely change the link transform.
2017–05–26 Page published
Nueva característica de 5.6