- A new
tassix_navigationcrate vendors Recast Navigation 1.6.0 (zlib: Recast and Detour, unmodified) behind our own C shim. It bakes as Unity's bakes show:- voxels a third of the agent radius, half as tall, in 256-voxel tiles anchored at the data's position (Unity bakes in the surface's space, which decides which cell an edge on a voxel boundary falls in);
- erosion by the radius, step height, slope, small regions dropped, areas as Unity's indices (polygon flags are their bits, so an area mask filters them);
- the surface at the polygons' height, a cell above the ground (Recast lifts its detail mesh a further cell; Unity doesn't).
- Queries through Detour: straightened paths (partial ones end at the path's polygon nearest the target), nearest points, raycasts along the surface, nearest edges, moving along the surface.
UnityEngine.AI:NavMesh,NavMeshPath,NavMeshHit,NavMeshBuilder,NavMeshData,NavMeshBuildSettings/Source/Markup,NavMeshAgent, andNavMeshObstacle(settings only).- A new
Unity.AI.Navigationassembly:NavMeshSurface,NavMeshModifier,NavMeshModifierVolumeandNavMeshLinkwith the package's serialized fields. Unity scenes' surfaces bake again from the scene when they start (Unity's baked data is in its own tile format). NavMeshAgentfollows Unity's trace frame by frame:- each update it moves by the velocity it chose the update before, then steps the velocity toward full speed by its acceleration;
- with auto-braking, it decelerates by exactly what stopping at the end takes once that is three quarters of its acceleration;
- it turns by
min(angularSpeed·dt, angle·dt·(1 + speed)); - corners within a centimeter count as reached; three corners of lookahead (remainingDistance is Infinity past them);
- the path comes in the update after SetDestination; agents update after Update, before LateUpdate.
- A new
navigationconformance scenario records:- a runtime-built surface's settings, paths around a wall and into a closed room, sampling, raycasts, edges, areas, agent type settings and agent defaults;
- three agents frame by frame: accelerating, turning, stopping and resuming, auto-braking or not, warped, reset, moved;
- a Unity scene (NENavScene) with a surface baked into an asset and an agent. Its level is off center so no path is a tie between two equally short sides, and its agents don't avoid (Unity's avoidance nudges velocities near walls). 40 scenarios pass in both runs.
- A navigation sample (
dotnet/samples/scenes/navigation.json): agents wandering a walled yard with the baked navmesh drawn over it. An MCP e2e test covers an agent walking around a wall on a surface baked in play mode. - Not yet: avoidance (between agents and of walls), off-mesh links, obstacle carving, modifier volumes, height meshes, Unity's legacy baked navmesh, rotated surfaces.
- Next: 2D lights, or agent avoidance and off-mesh links.
Phase 5 · Slice 15 ·