【Navigation and Pathfinding】
对于开放式场景,轨迹线不适用,NaviMesh此时就派上用场了。Unity的导航系统在已有的Mesh基础上生成一个新的FloorMesh,也叫NaviMesh。通过(menu: Window > Navigation)可以打开Navigation编辑器。
Navigation Static:是否根据此网格生成Navimesh。
OffMeshLink Generator:是否生成从此网格出发的Link。
Navigation Layer:层。
Bake页中包含更多内容。
Radius: The Radius determines how close a navigating character can get to a wall and consequently the width of the narrowest gap between two walls that can it can squeeze through.
Height:efers to the height of the “ceiling” above the navmesh surface - an area may not be reachable simply because there is not enough headroom for the character
Max Slope:parameter sets the threshold of steepness where a ramp becomes a wall
Step Height: the maximum height of bump or step in the floor surface that is ignored by the character (any step greater than this height results in a disconnected walkable area rather than a continuation of the same area).
【Enabling a Character to Navigate】
更多资料参考:~/Unity/Editor/Data/Documentation/html/en/Manual/Navigation.html