Навмеш препятствие (Navmesh Obstacle)
The NavMesh Obstacle component allows you to describe moving obstacles that the agents should avoid while navigating the world. A barrel or a crate controlled by the physics system is a good example of an obstacle. While the obstacle is moving the agents do their best to avoid it, but once the obstacle becomes stationary, it will carve a hole in the NavMesh so that the agents can change their paths to steer around it, or if the stationary obstacle blocked the pathway, the agents can find a different route.
| Свойство: | Функция: | 
|---|---|
| Shape | The shape of the obstacle geometry: capsule or box | 
| For box | |
| Center | Center of the box relative to the transform position | 
| Size | Size of the box | 
| For capsule | |
| Center | Center of the capsule relative to the transform position | 
| Radius | Радиус цилиндрического препятствия. | 
| Height | Высота цилиндрического препятствия. | 
| Carve | When turned on, the obstacle will carve hole in the NavMesh | 
| When carving is turned on | |
| Move Threshold | Threshold distance for updating a moving carved hole. | 
| Time To Stationary | The time to wait until obstacle is treated as stationary. | 
| Carve Only Stationary | When enabled, the obstacle will be carved only when it is stationary. | 
NavMesh Obstacles can be used to affect the agent’s navigation during the game in two ways:
When the obstacle moves, the carved hole will also move but to reduce CPU overhead the hole is only recalculated when necessary. The recalculation logic has two options: 1) carve when stationary, 2) carve when moved.