Los components de construcción de un NavMesh le proporcionan a usted con unos controles adicionales para construir (también conocido como baking) y utilizando NavMeshes en tiempo de ejecución en el Editor de Unity.
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 Scene, one of UnityEngine.AI.CollectObjects:
All
– Use all objects in the scene.Volume
– Use all GameObjects in the Scene that touch the bounding volume (see size
and center
)Children
– use all objects which are children to the Game Object where the NavMesh Surface is attached to.size
– Dimensions of the build volume. The size is not affected by scaling.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 UnityEngine.NavMeshCollectGeometry
:
RenderMeshes
– Use geometry from render meshes and terrainsPhysicsColliders
– Use geometry from colliders and terrains.defaultArea
– Default area type for all input geometries, unless otherwise specified.ignoreNavMeshAgent
– True if Game Objects with a NavMeshAgent components should be ingnored as input.ignoreNavMeshObstacle
– true if Game Objects with a NavMeshAgent components should be ingnored as input.overrideTileSize
– True if tile size is set.tileSize
– Tile size in voxels (the component description includes information on how to choose tile size).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 bakedNavMeshData
.
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).void UpdateLink()
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.
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