説明

For convenience, you can create a list of build sources directly from the current geometry. (UnityEngine)

The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.


public static void CollectSources (Bounds includedWorldBounds, int includedLayerMask, AI.NavMeshCollectGeometry geometry, int defaultArea, List<NavMeshBuildMarkup> markups, List<NavMeshBuildSource> results);

パラメーター

includedWorldBoundsThe queried objects must overlap these bounds to be included in the results.
includedLayerMaskSpecifies which layers are included in the query.
geometryWhich type of geometry to collect - e.g. physics colliders.
defaultAreaArea type to assign to results, unless modified by NavMeshMarkup.
markupsList of markups which allows finer control over how objects are collected.
resultsList where results are stored, the list is cleared at the beginning of the call.

説明

Collects renderers or physics colliders, and terrains within a volume. (UnityEngine)


public static void CollectSources (Transform root, int includedLayerMask, AI.NavMeshCollectGeometry geometry, int defaultArea, List<NavMeshBuildMarkup> markups, List<NavMeshBuildSource> results);

パラメーター

rootIf not null, consider only root and its children in the query; if null, includes everything loaded.
includedLayerMaskSpecifies which layers are included in the query.
geometryWhich type of geometry to collect - e.g. physics colliders.
defaultAreaArea type to assign to results, unless modified by NavMeshMarkup.
markupsList of markups which allows finer control over how objects are collected.
resultsList where results are stored, the list is cleared at the beginning of the call.

説明

Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEngine)