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The MIT License (MIT)
Copyright (c) 2016, Unity Technologies
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

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> Please use the branch matching the version of your Unity editor: [master](../../tree/master) for the latest released version, [2018.3](../../tree/2018.3), [2018.2](../../tree/2018.2), [2018.1](../../tree/2018.1), [2017.2](../../tree/2017.2) for up to 2017.4-LTS, [2017.1](../../tree/2017.1), [5.6](../../tree/5.6).
# Components for Runtime NavMesh Building
Here we introduce four components for the navigation system:
* __NavMeshSurface__ for building and enabling a NavMesh surface for one agent type.
* __NavMeshModifier__ affects the NavMesh generation of NavMesh area types, based on the transform hierarchy.
* __NavMeshModifierVolume__ affects the NavMesh generation of NavMesh area types, based on volume.
* __NavMeshLink__ connects same or different NavMesh surfaces for one agent type.
These components comprise the high level controls for building and using NavMeshes at runtime as well as edit time.
Detailed information can be found in the [Documentation](Documentation) section or in the [NavMesh building components](https://docs.unity3d.com/Manual/NavMesh-BuildingComponents.html) section of the Unity Manual.
# How To Get Started
Download and install Unity 5.6 or newer.
Clone or download this repository and open the project in Unity.
Alternatively, you can copy the contents of `Assets/NavMeshComponents` to an existing project. Make sure to select a branch of the repository that matches the Unity version.
Additional examples are available in the `Assets/Examples` folder.
The examples are provided "as is". They are neither generic nor robust, but serve as inspiration.
_Note: During the beta cycle features and API are subject to change.\
**Make sure to backup an existing project before opening it with a beta build.**_
# FAQ
Q: Can I bake a NavMesh at runtime?
A: Yes.
Q: Can I use NavMesh'es for more than one agent size?
A: Yes.
Q: Can I put a NavMesh in a prefab?
A: Yes - with some limitations.
Q: How do I connect two NavMesh surfaces?
A: Use the NavMeshLink to connect the two sides.
Q: How do I query the NavMesh for one specific size of agent?
A: Use the NavMeshQuery filter when querying the NavMesh.
Q: What's the deal with the 'DefaultExecutionOrder' attribute?
A: It gives a way of controlling the order of execution of scripts - specifically it allows us to build a NavMesh before the
(native) NavMeshAgent component is enabled.
Q: What's the use of the new delegate 'NavMesh.onPreUpdate'?
A: It allows you to hook in to controlling the NavMesh data and links set up before the navigation update loop is called on the native side.
Q: Can I do moving NavMesh platforms?
A: No - new API is required for consistently moving platforms carrying agents.
Q: Is OffMeshLink now obsolete?
A: No - you can still use OffMeshLink - however you'll find that NavMeshLink is more flexible and have less overhead.
Q: What happened to HeightMesh and Auto Generated OffMeshLinks?
A: They're not supported in the new NavMesh building feature. HeightMesh will be added at some point. Auto OffMeshLink generation will possibly be replaced with a solution that allows better control of placement.

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