静态烘焙:
动态障碍物,大小要和包围盒大小一致
git
动态烘焙:
官方最新的 https://github.com/luoyikun/NavMeshComponents
1.能够实现烘焙信息跟随预制体
2.动态烘焙:以玩家为中心,走哪烘哪
管理器上挂载
tracked为玩家github
动态烘焙中的障碍物
要挂载在mesh上web
[MenuItem("HomeTool/AddNavTag")] public static void AddNavTag() { GameObject obj = Selection.activeGameObject; foreach (var item in obj.transform.GetComponentsInChildren<Renderer>()) { if (item.GetComponent<NavMeshSourceTag>() == null) { item.gameObject.AddComponent<NavMeshSourceTag>(); } } }
显示寻路路径在scene视图中svg
void OnDrawGizmos() { var path = m_agent.path; // color depends on status Color c = Color.white; switch (path.status) { case UnityEngine.AI.NavMeshPathStatus.PathComplete: c = Color.white; break; case UnityEngine.AI.NavMeshPathStatus.PathInvalid: c = Color.red; break; case UnityEngine.AI.NavMeshPathStatus.PathPartial: c = Color.yellow; break; } // draw the path for (int i = 1; i < path.corners.Length; ++i) Debug.DrawLine(path.corners[i - 1], path.corners[i], c); }