Quantum 3
3.0.13
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... | |
The Unity navmesh import settings.
| 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.
| 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.
| bool Quantum.QuantumNavMesh.ImportSettings.DelaunayTriangulation = false |
Post processes imported Unity navmesh with a Delaunay triangulation to reduce long triangles.
| 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.
| 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.
| 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).
| 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.
| float Quantum.QuantumNavMesh.ImportSettings.LinkErrorCorrection = 0.0f |
Automatically correct navmesh link position to the closest triangle by searching this distance (default is 0).
| NavMeshBakeDataFindClosestTriangle Quantum.QuantumNavMesh.ImportSettings.ClosestTriangleCalculation = NavMeshBakeDataFindClosestTriangle.None |
SpiralOut will be considerably faster but fallback triangles can be null.
| int Quantum.QuantumNavMesh.ImportSettings.ClosestTriangleCalculationDepth = 3 |
Number of cells to search triangles in neighbors.
| 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.
The agent radius that the navmesh is build for. The value is retrieved from Unity settings when baking in Editor.
| bool Quantum.QuantumNavMesh.ImportSettings.ImportRegions => ImportRegionMode == NavmeshRegionImportMode.Advanced |
Toggle the Quantum region import.
| NavmeshRegionImportMode Quantum.QuantumNavMesh.ImportSettings.ImportRegionMode = NavmeshRegionImportMode.Simple |
Toggle the region import mode. Default is Simple.
| 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.
| List<Int32> Quantum.QuantumNavMesh.ImportSettings.RegionAreaIds |
The region area ids to import.