Quantum 3 3.0.13

Public Attributes | List of all members
Quantum.QuantumNavMesh.ImportSettings Class Reference

The Unity navmesh import settings. More...

Public Attributes

NavMeshBakeDataFindClosestTriangle ClosestTriangleCalculation = NavMeshBakeDataFindClosestTriangle.None
 SpiralOut will be considerably faster but fallback triangles can be null. More...
 
int ClosestTriangleCalculationDepth = 3
 Number of cells to search triangles in neighbors. More...
 
bool DelaunayTriangulation = false
 Post processes imported Unity navmesh with a Delaunay triangulation to reduce long triangles. More...
 
bool DelaunayTriangulationRestrictToPlanes = false
 In 3D the triangulation can deform the navmesh on slopes, check this option to restrict the triangulation to triangles that lie in the same plane. More...
 
bool EnableQuantum_XY
 Activate this and the navmesh baking will flip Y and Z to support navmeshes generated in the XY plane. More...
 
bool FixTrianglesOnEdges = true
 Sometimes vertices are lying on other triangle edges, this will lead to unwanted borders being detected, this option splits those vertices. More...
 
float FixTrianglesOnEdgesEpsilon = 0.000001f
 Increase this value when borders inside the navmesh are generated. Start by setting the epsilon to 0.0001 and never increase to more than 0.001. Default is 1e-6f (0.000001f). More...
 
float FixTrianglesOnEdgesHeightEpsilon = 0.05f
 Make the height offset considerably larger than FixTrianglesOnEdgesEpsilon to better detect degenerate triangles. Is the navmesh becomes deformed chose a smaller epsilon. . Min = float.Epsilon. Default is 0.05. More...
 
NavmeshRegionImportMode ImportRegionMode = NavmeshRegionImportMode.Simple
 Toggle the region import mode. Default is Simple. More...
 
bool ImportRegions => ImportRegionMode == NavmeshRegionImportMode.Advanced
 Toggle the Quantum region import. More...
 
float LinkErrorCorrection = 0.0f
 Automatically correct navmesh link position to the closest triangle by searching this distance (default is 0). More...
 
FP MinAgentRadius = FP._0_25
 The agent radius that the navmesh is build for. The value is retrieved from Unity settings when baking in Editor. More...
 
List< Int32 > RegionAreaIds
 The region area ids to import. More...
 
float RegionDetectionMargin = 0.4f
 The artificial margin is necessary because the Unity NavMesh does not fit the source size very well. The value is added to the navmesh area and checked against all Quantum Region scripts to select the correct region id. More...
 
bool WeldIdenticalVertices = true
 The Unity NavMesh is a collection of non - connected triangles, this option is very important and combines shared vertices. More...
 
float WeldVertexEpsilon = 0.0001f
 Don't make the epsilon too small, vertices to fuse are missed, also don't make the value too big as it will deform your navmesh. Min = float.Epsilon. More...
 

Detailed Description

The Unity navmesh import settings.

Member Data Documentation

◆ WeldIdenticalVertices

bool Quantum.QuantumNavMesh.ImportSettings.WeldIdenticalVertices = true

The Unity NavMesh is a collection of non - connected triangles, this option is very important and combines shared vertices.

◆ WeldVertexEpsilon

float Quantum.QuantumNavMesh.ImportSettings.WeldVertexEpsilon = 0.0001f

Don't make the epsilon too small, vertices to fuse are missed, also don't make the value too big as it will deform your navmesh. Min = float.Epsilon.

◆ DelaunayTriangulation

bool Quantum.QuantumNavMesh.ImportSettings.DelaunayTriangulation = false

Post processes imported Unity navmesh with a Delaunay triangulation to reduce long triangles.

◆ DelaunayTriangulationRestrictToPlanes

bool Quantum.QuantumNavMesh.ImportSettings.DelaunayTriangulationRestrictToPlanes = false

In 3D the triangulation can deform the navmesh on slopes, check this option to restrict the triangulation to triangles that lie in the same plane.

◆ FixTrianglesOnEdges

bool Quantum.QuantumNavMesh.ImportSettings.FixTrianglesOnEdges = true

Sometimes vertices are lying on other triangle edges, this will lead to unwanted borders being detected, this option splits those vertices.

◆ FixTrianglesOnEdgesEpsilon

float Quantum.QuantumNavMesh.ImportSettings.FixTrianglesOnEdgesEpsilon = 0.000001f

Increase this value when borders inside the navmesh are generated. Start by setting the epsilon to 0.0001 and never increase to more than 0.001. Default is 1e-6f (0.000001f).

◆ FixTrianglesOnEdgesHeightEpsilon

float Quantum.QuantumNavMesh.ImportSettings.FixTrianglesOnEdgesHeightEpsilon = 0.05f

Make the height offset considerably larger than FixTrianglesOnEdgesEpsilon to better detect degenerate triangles. Is the navmesh becomes deformed chose a smaller epsilon. . Min = float.Epsilon. Default is 0.05.

◆ LinkErrorCorrection

float Quantum.QuantumNavMesh.ImportSettings.LinkErrorCorrection = 0.0f

Automatically correct navmesh link position to the closest triangle by searching this distance (default is 0).

◆ ClosestTriangleCalculation

NavMeshBakeDataFindClosestTriangle Quantum.QuantumNavMesh.ImportSettings.ClosestTriangleCalculation = NavMeshBakeDataFindClosestTriangle.None

SpiralOut will be considerably faster but fallback triangles can be null.

◆ ClosestTriangleCalculationDepth

int Quantum.QuantumNavMesh.ImportSettings.ClosestTriangleCalculationDepth = 3

Number of cells to search triangles in neighbors.

◆ EnableQuantum_XY

bool Quantum.QuantumNavMesh.ImportSettings.EnableQuantum_XY

Activate this and the navmesh baking will flip Y and Z to support navmeshes generated in the XY plane.

◆ MinAgentRadius

FP Quantum.QuantumNavMesh.ImportSettings.MinAgentRadius = FP._0_25

The agent radius that the navmesh is build for. The value is retrieved from Unity settings when baking in Editor.

◆ ImportRegions

bool Quantum.QuantumNavMesh.ImportSettings.ImportRegions => ImportRegionMode == NavmeshRegionImportMode.Advanced

Toggle the Quantum region import.

◆ ImportRegionMode

NavmeshRegionImportMode Quantum.QuantumNavMesh.ImportSettings.ImportRegionMode = NavmeshRegionImportMode.Simple

Toggle the region import mode. Default is Simple.

◆ RegionDetectionMargin

float Quantum.QuantumNavMesh.ImportSettings.RegionDetectionMargin = 0.4f

The artificial margin is necessary because the Unity NavMesh does not fit the source size very well. The value is added to the navmesh area and checked against all Quantum Region scripts to select the correct region id.

◆ RegionAreaIds

List<Int32> Quantum.QuantumNavMesh.ImportSettings.RegionAreaIds

The region area ids to import.