Version: 2017.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NavMesh.AddNavMeshData

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static method AddNavMeshData(navMeshData: AI.NavMeshData): AI.NavMeshDataInstance;
public static AI.NavMeshDataInstance AddNavMeshData(AI.NavMeshData navMeshData);

Parameters

navMeshDataContains the data for the navmesh.

Returns

NavMeshDataInstance Representing the added navmesh.

Description

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.


public static method AddNavMeshData(navMeshData: AI.NavMeshData, position: Vector3, rotation: Quaternion): AI.NavMeshDataInstance;
public static AI.NavMeshDataInstance AddNavMeshData(AI.NavMeshData navMeshData, Vector3 position, Quaternion rotation);

Parameters

navMeshDataContains the data for the navmesh.
positionTranslate the navmesh to this position.
rotationRotate the navmesh to this orientation.

Returns

NavMeshDataInstance Representing the added navmesh.

Description

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(); } }