Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

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

NavMeshBuildSettings.tileSize

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 var tileSize: int;
public int tileSize;

Description

Sets the tile size in voxel units.

The NavMesh is built in square tiles in order to build the mesh in parallel and to control maximum memory usage. It also helps to make the carving changes more local. If you plan to update NavMesh at runtime, a good tile size is around 32–128 voxels (roughly 5 to 20 meters for human size characters). 64 is good value to start, and you can use the profiler window to find a good trade off. Default value is 256, which is good for static baking. If you use a lot of carving obstacles you can try a smaller size if you see in the profiler that a lot of time is being spent on carving.

The tile size is specified in units of voxels per tile side length.

Note: if you want to use this setting, you must also set overrideTileSize to true.