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ClosenavMeshData | Contains the data for the navmesh. |
NavMeshDataInstance Representing the added navmesh.
Adds the specified NavMeshData to the game.
This makes the NavMesh data available for agents and NavMesh queries. Returns an instance for later removing the NavMesh data from the runtime.
The instance returned will be valid unless the NavMesh data could not be added - e.g. due to running out of memory or navmesh data being loaded from a corrupted file.
See Also: NavMeshDataInstanca.
navMeshData | Contains the data for the navmesh. |
position | Translate the navmesh to this position. |
rotation | Rotate the navmesh to this orientation. |
NavMeshDataInstance Representing the added navmesh.
Adds the specified NavMeshData to the game.
This function is similar to AddNavMeshData above, but the position and rotation specified is applied in addition to the position and rotation where the NavMesh data was baked.
#pragma strict class Example extends MonoBehaviour { public var data: NavMeshData; var instances: NavMeshDataInstance[] = new NavMeshDataInstance[2]; public function OnEnable() { // Add an instance of navmesh data instances[0] = NavMesh.AddNavMeshData(data); // Add another instance of the same navmesh data - displaced and rotated instances[1] = NavMesh.AddNavMeshData(data, new Vector3(0, 5, 0), Quaternion.AngleAxis(90, Vector3.up)); } public function OnDisable() { instances[0].Remove(); instances[1].Remove(); } }
using UnityEngine; using UnityEngine.AI;
class Example : MonoBehaviour { public NavMeshData data; NavMeshDataInstance[] instances = new NavMeshDataInstance[2];
public void OnEnable() { // Add an instance of navmesh data instances[0] = NavMesh.AddNavMeshData(data);
// Add another instance of the same navmesh data - displaced and rotated instances[1] = NavMesh.AddNavMeshData(data, new Vector3(0, 5, 0), Quaternion.AngleAxis(90, Vector3.up)); }
public void OnDisable() { instances[0].Remove(); instances[1].Remove(); } }
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