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.
CloseFor 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.
Closepolygon | First NavMesh node. |
neighbourPolygon | Second NavMesh node. |
left | One of the world points for the resulting separation edge which must be passed through when traversing between the two specified nodes. This point is the left side of the edge when traversing from the first node to the second. |
right | One of the world points for the resulting separation edge which must be passed through when traversing between the two specified nodes. This point is the right side of the edge when traversing from the first node to the second. |
bool
True
if a connection exists between the two NavMesh nodes.
False
if no connection exists between the two NavMesh nodes.
Obtains the end points of the line segment common to two adjacent NavMesh nodes.
For two polygons that are part of a NavMesh surface, this method returns the edge where both polygons meet. If the two polygons are in different NavMesh tiles the connected edges can be of different length or have different start and end positions from each other. If this happens the resulting separation edge is the overlapping part of the edges, which may be shorter than either of the individual edges.
When one node is a link and the other is a polygon, the returned points are placed where the link intersects the polygon.
The resulting positions are expressed in world space and can be transformed into a NavMesh's local space by the use of NavMeshQuery.PolygonWorldToLocalMatrix.
Additional resources: NavMeshQuery.GetEdgesAndNeighbors.
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.