Rasagar/Library/PackageCache/com.unity.ai.navigation/Documentation~/NavMeshLink.md
2024-08-26 23:07:20 +03:00

43 lines
2.8 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

# NavMeshLink
NavMesh Link creates a navigable link between two locations that use NavMeshes.
This link can be from point to point or it can span a gap, in which case the Agent uses the nearest location along the entry edge to cross the link.
You must use a NavMesh Link to connect different NavMesh Surfaces.
To use the NavMesh Link component, navigate to **GameObject > AI > NavMesh Link**.
![NavMeshLink example](Images/NavMeshLink-Example.png "A NavMesh Link component open in the Inspector window")
## Parameters
| **Property** | **Description** |
|:------------------------------|:-------------------------|
| **Agent Type** | Specify the Agent type that can use the link.|
| **Start Point** | Specify the start point of the link, relative to the GameObject. Defined by XYZ coordinates. |
| **End Point** | Specify the end point of the link, relative to the GameObject. Defined by XYZ coordinates. |
| **Align Transform To Points** | Clicking this button moves the GameObject at the links center point and aligns the transforms forward axis with the end point. |
| **Cost Modifier** | When the cost modifier value is non-negative the cost of moving over the NavMeshLink is equivalent to the cost modifier value times the Euclidean distance between NavMeshLink end points.
| **Bidirectional** | With this checkbox selected, NavMesh Agents traverse the NavMesh Link both ways (from the start point to the end point, and from the end point back to the start point).<br/>When this checkbox is cleared, the NavMesh Link only functions one-way (from the start point to the end point only). |
| **Area Type** | The area type of the NavMesh Link (this affects pathfinding costs). <br/> - **Walkable** (this is the default option)<br/> - **Not Walkable** <br/> - **Jump** |
## Connecting multiple NavMesh Surfaces together
![Connecting surfaces example](Images/ConnectingSurfaces-Example.png "In this image, the blue and red NavMeshes are defined in two different NavMesh Surfaces and connected by a NavMesh Link")
If you want an Agent to move between multiple NavMesh Surfaces in a Scene, they must be connected using a NavMesh Link.
In the example Scene above, the blue and red NavMeshes are defined in different NavMesh Surfaces, with a NavMesh link connecting them.
Note that when connecting NavMesh Surfaces:
* You can connect NavMesh Surfaces using multiple NavMesh Links.
* Both the NavMesh Surfaces and the NavMesh Link must have same Agent type.
* The NavMesh Links start and end point must only be on one NavMesh Surface - be careful if you have multiple NavMeshes at the same location.
* If you are loading a second NavMesh Surface and you have unconnected NavMesh Links in the first Scene, check that they do not connect to any unwanted NavMesh Surfaces.