These are notes to be aware of when upgrading projects from Unity 4 to Unity 5, if your project uses the AI/NavmeshA mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info
See in Glossary features.
Navmesh contour may look different due to changed partitioning - in cases with narrow corridor/doorways or similar - this can lead to a difference in connectivity. Solve the issue by tweaking the voxelA 3D pixel. More info
See in Glossary size for navmesh building.
Setting the destination for a NavMeshAgent doesn’t resume the agent after calling ‘Stop’ - call ‘Resume’ explicitly to resume the agent.
NavMeshAgent.updatePosition: When updatePosition is false and the agent transform is moved the agent position doesn’t change. Previously the agent position would be reset to the transform position - constrained to the nearby navmesh.
NavMeshObstacle component: The default shape for newly created NavMeshObstacle components is a box. The selected shape (box or capsule) now applies to both carving and avoidance.
Navmesh built with earlier versions of Unity is not supported. You must rebuild with Unity 5. You can use the following script as an example how to rebuild NavMesh data for all of you scenesA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary.
#if UNITY_EDITOR
using System.Collections.Generic;
using System.Collections;
using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.AI;
public class RebakeAllScenesEditorScript
{
[MenuItem ("Upgrade helper/Bake All Scenes")]
public static void Bake()
{
List<string> sceneNames = SearchFiles (Application.dataPath, "*.unity");
foreach (string f in sceneNames)
{
EditorApplication.OpenScene(f);
// Rebake navmesh data
NavMeshBuilder.BuildNavMesh ();
EditorApplication.SaveScene ();
}
}
static List<string> SearchFiles(string dir, string pattern)
{
List <string> sceneNames = new List <string>();
foreach (string f in Directory.GetFiles(dir, pattern, SearchOption.AllDirectories))
{
sceneNames.Add (f);
}
return sceneNames;
}
}
#endif
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