Navmesh Baking
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Unity Manual > User Guide > Creating Gameplay > Navmesh and Pathfinding (Pro only) > Navmesh Baking

Navmesh Baking

Once the Navmesh geometry and layers are marked up, it's time to bake the Navmesh geometry.

Inside the Navigation window (Window->Navigation), go to the Bake tab (the upper-right corner), and click on the Bake button (the lower-right corner).

Navigation Bake Window

Here are the properties that affect Navmesh baking:

Radiusradius of the "typical" agent (preferrably the smallest).
Heightheight of the "typical" agent (the "clearance" needed to get a character through).
Max Slopeall surfaces with higher slope than this, will be discarded.
Step heightthe height difference below which navmesh regions are considered connected.
Drop heightIf the value of this property is positive, off-mesh links will be placed for adjacent navmesh surfaces where the height difference is below this value.
Jump distanceIf the value of this property is positive, off-mesh links will be placed for adjacent navmesh surfaces where the horizontal distance is below this value.
Advanced
Min region areaRegions with areas below this threshold will be discarded.
Width inaccuracy %Allowable width inaccuracy
Height inaccuracy %Allowable height inaccuracy
Height meshIf this options is on, original height information is stored. This has performance implications for speed and memory usage.

Note that the baked navmesh is part of the scene and agents will be able to traverse it. To remove the navmesh, click on Clear when you're in the Bake tab.

(back to Navigation and Pathfinding)

Page last updated: 2012-04-24