mirror of
https://github.com/DerTyp7/grow-ai-unity.git
synced 2026-07-31 16:19:03 +02:00
init
This commit is contained in:
21
Assets/NavMeshPlus/Unity/LICENSE
Normal file
21
Assets/NavMeshPlus/Unity/LICENSE
Normal file
@@ -0,0 +1,21 @@
|
||||
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.
|
||||
7
Assets/NavMeshPlus/Unity/LICENSE.meta
Normal file
7
Assets/NavMeshPlus/Unity/LICENSE.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4919e823dd64ccf498a5a5e4da60a79e
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
60
Assets/NavMeshPlus/Unity/README.md
Normal file
60
Assets/NavMeshPlus/Unity/README.md
Normal file
@@ -0,0 +1,60 @@
|
||||
> 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.
|
||||
7
Assets/NavMeshPlus/Unity/README.md.meta
Normal file
7
Assets/NavMeshPlus/Unity/README.md.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 32745b071c7e5004f946a98ebaf2fc15
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user