sourcePosition | The origin of the distance query. |
hit | Holds the properties of the resulting location. |
areaMask | A bitfield mask specifying which NavMesh areas can be passed when finding the nearest edge. |
bool True if a nearest edge is found.
Locate the closest NavMesh edge from a point on the NavMesh.
The returned NavMeshHit object contains the position and details of the nearest point on the nearest edge of the navmesh. This can be used to query how much extra space there is around the agent.
#pragma strict // MeasureSpaceAround.cs public class MeasureSpace { function DrawCircle(center, radius, color) { var prevPos = center + new Vector3(radius, 0, 0); for (var i = 0; i < 30; i++) { var angle = float(i + 1) / 30.0f * Mathf.PI * 2.0f; var newPos = center + new Vector3(Mathf.Cos(angle) * radius, 0, Mathf.Sin(angle) * radius); Debug.DrawLine(prevPos, newPos, color); prevPos = newPos; } } function Update() { var hit; if (NavMesh.FindClosestEdge(transform.position, hit, NavMesh.AllAreas)) { DrawCircle(transform.position, hit.distance, Color.red); Debug.DrawRay(hit.position, Vector3.up, Color.red); } } }
// MeasureSpaceAround.cs using UnityEngine; using System.Collections; public class MeasureSpace : MonoBehaviour { void DrawCircle(Vector3 center, float radius, Color color) { Vector3 prevPos = center + new Vector3(radius, 0, 0); for (int i = 0; i < 30; i++) { float angle = (float)(i+1) / 30.0f * Mathf.PI * 2.0f; Vector3 newPos = center + new Vector3(Mathf.Cos(angle)*radius, 0, Mathf.Sin(angle)*radius); Debug.DrawLine(prevPos, newPos, color); prevPos = newPos; } } void Update() { NavMeshHit hit; if (NavMesh.FindClosestEdge(transform.position, out hit, NavMesh.AllAreas)) { DrawCircle(transform.position, hit.distance, Color.red); Debug.DrawRay(hit.position, Vector3.up, Color.red); } } }