NavMeshComponents | High Level API Components for Runtime NavMesh Building | Game Engine library

 by   Unity-Technologies C# Version: 2019.4.0f1 License: MIT

kandi X-RAY | NavMeshComponents Summary

kandi X-RAY | NavMeshComponents Summary

NavMeshComponents is a C# library typically used in Gaming, Game Engine, Unity applications. NavMeshComponents has no bugs, it has no vulnerabilities, it has a Permissive License and it has medium support. You can download it from GitHub.

Please use the branch matching the version of your Unity editor: master for the latest released LTS version and up to 2020.2, 2019.3 for up to 2019.4-LTS, 2018.3 for up to 2018.4-LTS and 2019.2, 2018.2, 2018.1, 2017.2 for up to 2017.4-LTS, 2017.1, 5.6. You can use the package branch in Unity 2019.4 or newer in order to add this code to a project in the form of a package. For instructions please refer to the Setup section of the README file.
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            kandi-support Support

              NavMeshComponents has a medium active ecosystem.
              It has 2802 star(s) with 1040 fork(s). There are 192 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              NavMeshComponents has no issues reported. On average issues are closed in 759 days. There are 13 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of NavMeshComponents is 2019.4.0f1

            kandi-Quality Quality

              NavMeshComponents has 0 bugs and 0 code smells.

            kandi-Security Security

              NavMeshComponents has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              NavMeshComponents code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              NavMeshComponents is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              NavMeshComponents releases are available to install and integrate.

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            NavMeshComponents Key Features

            No Key Features are available at this moment for NavMeshComponents.

            NavMeshComponents Examples and Code Snippets

            No Code Snippets are available at this moment for NavMeshComponents.

            Community Discussions

            QUESTION

            Baking Unity NavMeshSurface from NavMeshComponents on C# Generated Mesh
            Asked 2020-May-08 at 07:42

            Problem:
            I'm having problems baking a C# generated mesh using the NavMeshSurface script provided in NavMeshComponents.

            If I bake the NavMeshSurface on the "WalkableMesh" GameObject the baking is over quickly and nothing is walkable. The NavMeshSurface does not turn blue to indicate it is navigable.

            Setup/Installation:
            Here is a complete zip of the assets if you would like to see the behavior I describe below. Copy these into your project root (I'm using Unity 2019.3) and you'll be half way there.

            Below are the settings for my agent. You will have to set your agent to these settings in the Navigation window. To modify these settings, in the toolbar select Window->AI->Navigation

            These are the settings you'll have to set on the PLANE NavMeshSurface. This allows the NavMesh geometry to be detailed enough to bake single tiles at the 32x16px size.

            Further Information:
            I'm creating the meshes I'm trying to bake by iterating over a TileMap. This allows me to have separate areas with completely separate meshes for the differing pathing costs. As I said above baking does not work on these meshes directly.

            I can bake the NavMesh INDIRECTLY by taking a separate plane and baking that plane ANYWHERE in the scene. Baking will bake both the plane and the NavMeshSurface on the "WalkableSurface" GameObject. The area assigned to the generated NavMesh is determined by the plane GameObject's NavMeshSurface area settings.

            1) Why does the WalkableMesh object not bake without this plane?
            2) Why does the plane bake the WalkableMesh?

            You can see the square plane baking the WalkableSurface below.

            The NavMeshSurface I'm adding in code also reports the Namespace could not be found but it is added nonetheless.
            Error CS0246 The type or namespace name 'NavMeshSurface' could not be found (are you missing a using directive or an assembly reference?)

            ...

            ANSWER

            Answered 2020-May-08 at 07:42

            Basically all my problems went away when I decided to move my NavMesh to the XZ plane.

            This library SHOULD WORK with the XY plane but it clearly doesn't work properly. It seems like it's ALMOST there but it just isn't.

            The process for baking the meshes is now to simply make the meshes in turn, setting the area type, and then baking from the Navigation window.

            Source https://stackoverflow.com/questions/61570050

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install NavMeshComponents

            You can download it from GitHub.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone Unity-Technologies/NavMeshComponents

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            git@github.com:Unity-Technologies/NavMeshComponents.git

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