Class NavmeshAdd Extends NavmeshClipper
Adds new geometry to a recast graph.
This component will add new geometry to a recast graph similar to how a NavmeshCut component removes it.
There are quite a few limitations to this component though. This navmesh geometry will not be connected to the rest of the navmesh in the same tile unless very exactly positioned so that the triangles line up exactly. It will be connected to neighbouring tiles if positioned so that it lines up with the tile border.
This component has a few very specific use-cases. For example if you have a tiled recast graph this component could be used to add bridges in that world. You would create a NavmeshCut object cutting out a hole for the bridge. then add a NavmeshAdd object which fills that space. Make sure NavmeshCut.CutsAddedGeom is disabled on the NavmeshCut, otherwise it will cut away the NavmeshAdd object. Then you can add links between the added geometry and the rest of the world, preferably using NodeLink3.
Public Methods
Forces this navmesh add to update the navmesh.
Copy the mesh to the vertex and triangle buffers after the vertices have been transformed using the inverse of the inverseTransform parameter.
Returns true if this object has moved so much that it requires an update.
Public Variables
Custom mesh to use.
Size of the rectangle.
Distance between positions to require an update of the navmesh.
How many degrees rotation that is required for an update to the navmesh.
Includes rotation and scale in calculations.
Public Static Variables
Public Enums
Inherited Public Members
All navmesh clipper components in the scene.
Private/Protected Members
Bounds in XZ space after transforming using the *inverse* transform of the inverseTransform parameter.
Internal method to notify the NavmeshAdd that it has just been used to update the navmesh.
Handle serialization backwards compatibility.
cached transform component
Cached triangles.
Cached vertices.