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								Assets/NavMeshPlus/Unity/LICENSE
									
									
									
									
									
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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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								Assets/NavMeshPlus/Unity/README.md
									
									
									
									
									
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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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