In this video you will learn how you can generate a Mesh at runtime based on the NavMesh Triangulation.
This can be used for debugging purposes or some cool ground-based shader effects. You will learn how to show the Navigation Mesh per agent type with the NavMeshSurface component from the Navigation Components as well as show different materials per area.
As of the Navigation Components 1.1.3, NavMesh.CalculateTriangulation() does not properly generate NavMeshTriangulation.areas per Navigation Area. Showing navigation areas therefore only works if you build using the legacy system, which does not support different navigation meshes per NavMeshAgent type.
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📚 Resources:
⚫ URP Fading Objects In/Out: • Fade Objects with C# a...
⚫ Built In Render Pipeline Fading Objects In/Out: • Fade Objects Using C# ...
⚫ Navigation Components: docs.unity3d.com/Packages/com...
⚫ NavMeshTriangulation: docs.unity3d.com/ScriptRefere...
⚫ NavMeshSurface: docs.unity3d.com/Packages/com...
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Chapters:
00:00 Topic Introduction & What You'll Learn
01:40 Scene Overview
02:16 Generate a Mesh from a NavMesh - NavMeshVisualizer.cs
03:57 Demo NavMeshVisualizer & Areas for Improvement
04:59 Multi NavMesh Generation - MultiNavMeshVisualizer.cs
06:26 Demo MultiNavMeshVisualizer
07:07 Supporting Navigation Areas - MultiNavMeshVisualizer.cs
11:00 Why doesn't it work? A Unity Bug, and a Solution
12:09 Closing Thoughts & Support LlamAcademy
Негізгі бет Visualize a NavMesh, In Game! | AI Series 45 | Unity Tutorial
Пікірлер: 20