Scripting API

NavMeshSurface

class in Unity.AI.Navigation · Unity.AI.Navigation · inherits from MonoBehaviour

23 of 23 of Unity's members
In Tassix

Bakes a navmesh for one agent type from the scene's geometry and adds it to the world while enabled. Scenes saved with baked data (an asset in Unity's own tile format) bake again from their geometry when they start.

Properties 18

static List<NavMeshSurface> activeSurfaces { get; }
int agentTypeID { get; set; }
bool buildHeightMesh { get; set; }
Vector3 center { get; set; }
CollectObjects collectObjects { get; set; }
int defaultArea { get; set; }
bool ignoreNavMeshAgent { get; set; }
bool ignoreNavMeshObstacle { get; set; }
LayerMask layerMask { get; set; }
float minRegionArea { get; set; }
NavMeshData? navMeshData { get; set; }
bool overrideTileSize { get; set; }
bool overrideVoxelSize { get; set; }
Vector3 size { get; set; }
int tileSize { get; set; }
NavMeshCollectGeometry useGeometry { get; set; }
float voxelSize { get; set; }

A third of the agent's radius unless overridden.

Methods 5

void AddData()
void BuildNavMesh()
NavMeshBuildSettings GetBuildSettings()
void RemoveData()
AsyncOperation UpdateNavMesh(NavMeshData data)

Checked against Unity

Conformance scenarios that exercise it, recorded in Unity and compared event by event.