| Parameter | Description |
|---|---|
| other | A NavQueryBuffer to compare this one with. |
bool
true if the two NavQueryBuffer values refer to the same underlying pathfinding buffer, and false otherwise.
Checks whether two NavQueryBuffer values refer to the same underlying pathfinding buffer.
The comparison checks whether both values point to the same allocation in memory. Two NavQueryBuffer instances that were created by separate calls to the constructor are never equal, even if their maxNodesToVisit values are identical.
using Unity.Collections; using UnityEngine; using Unity.AI.Navigation.LowLevel; public class NavQueryBufferEqualsExample : MonoBehaviour { void Start() { using NavWorld world = NavWorld.GetDefaultWorld(); NavQueryBuffer a = new NavQueryBuffer(world, Allocator.Persistent, 1024); NavQueryBuffer b = a; Debug.Log(a.Equals(b) ? "Both handles share the same allocation." : "Different allocations."); a.Dispose(); } }
| Parameter | Description |
|---|---|
| obj | An object to interpret as a NavQueryBuffer and compare this one with. |
bool
true if the two NavQueryBuffer values refer to the same underlying pathfinding buffer, and false otherwise.
Checks whether two NavQueryBuffer values refer to the same underlying pathfinding buffer.
The comparison checks whether both values point to the same allocation in memory. Two NavQueryBuffer instances that were created by separate calls to the constructor are never equal, even if their maxNodesToVisit values are identical.
using Unity.Collections; using UnityEngine; using Unity.AI.Navigation.LowLevel; public class NavQueryBufferEqualsExample : MonoBehaviour { void Start() { using NavWorld world = NavWorld.GetDefaultWorld(); NavQueryBuffer a = new NavQueryBuffer(world, Allocator.Persistent, 1024); NavQueryBuffer b = a; Debug.Log(a.Equals(b) ? "Both handles share the same allocation." : "Different allocations."); a.Dispose(); } }