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 building componentsA functional part of a GameObject. A GameObject can contain any number of components. Unity has many built-in components, and you can create your own by writing scripts that inherit from MonoBehaviour. More info
See in Glossary provide you with additional controls for building (also known as baking) and using NavMeshes at run time and in the Unity Editor.
NavMesh Modifiers are not in the Unity standard install; see documentation on high-level NavMesh building components for information on how to access them.
agentTypeID– ID describing the Agent type the NavMesh should be built for.
collectObjects– Defines how input geometry is collected from the SceneA 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
All– Use all objects in the scene.
Volume– Use all GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
Children– use all objects which are children to the Game Object where the NavMesh Surface is attached to.
size– Dimensions of the buildThe process of compiling your project into a format that is ready to run on a specific platform or platforms. More info
center– Center of the build volume relative to the transform center.
layerMask– Bitmask defining the layers on which the GameObjects must be to be included in the baking.
useGeometry– Defines which geometry is used for baking, one of
RenderMeshes– Use geometry from render meshes and terrains
PhysicsColliders– Use geometry from collidersAn invisible shape that is used to handle physical collisions for an object. A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. More info
defaultArea– Default area type for all input geometries, unless otherwise specified.
ignoreNavMeshAgent– True if GameObjects with a Nav MeshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
ignoreNavMeshObstacle– True if GameObjects with a Nav Mesh Obstacle component should be ignored as input.
overrideTileSize– True if tile size is set.
tileSize– Tile size in voxelsA 3D pixel. More info
overrideVoxelSize– True if the voxel size is set.
voxelSize– Size of the voxel in world units (the component description includes information on how to choose tile size).
buildHeightMesh– Not implemented.
bakedNavMeshData– Reference to the NavMeshData the surface uses, or null if not set.
activeSurfaces– List of all active NavMeshSurfaces.
Note: The above values affect how the bake results, and so you must call
Bake() to include them.
void Bake ()
Bakes a new NavMeshData based on the parameters set on NavMesh Surface. The data can be accessed via
overrideArea– True if the modifier overrides area type.
area– New area type to apply.
ignoreFromBuild– True if the GameObject which contains the modifier and its children should be not be used to NavMesh baking.
activeModifiers– List of all active NavMeshModifiers.
bool AffectsAgentType(int agentTypeID)
Returns true if the modifier applies to the specified Agent type, otherwise false.
size– Size of the bounding volume in local space units. Transform affects the size.
center– Center of the bounding volume in local space units. Transform affects the center.
area– Area type to apply for the NavMesh areas that are inside the bounding volume.
bool AffectsAgentType(int agentTypeID)
Returns true of the the modifier applies for the specified Agent type.
agentTypeID– The type of Agent that can use the link.
startPoint– Start point of the link in local space units. Transform affects the location.
endPoint– End point of the link in local space units. Transform affects the location.
width– Width of the link in world length units.
bidirectional– If true, the link can be traversed both ways. If false, the link can be traversed only from start to end.
autoUpdate– If true, the link updates the end points to follow the transform of the GameObject every frame.
area– Area type of the link (used for pathfinding cost).
Updates the link to match the associated transform. This is useful for updating a link, for example after changing the transform position, but is not necessary if the
autoUpdate property is enabled. However calling
UpdateLink can have a much smaller performance impact if you rarely change the link transform.
2017–05–26 Page published with limited editorial review
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