Class FunnelModifier
Extends
MonoModifier
Public
Simplifies paths on navmesh graphs using the funnel algorithm.
The funnel algorithm is an algorithm which can, given a path corridor with nodes in the path where the nodes have an area, like triangles, it can find the shortest path inside it. This makes paths on navmeshes look much cleaner and smoother.
The funnel modifier also works on grid graphs however since it only simplifies the paths within the nodes which the original path visited it may not always simplify the path as much as you would like it to. The RaycastModifier can be a better fit for grid graphs.
Note
The Pathfinding.RichAI movement script has its own internal funnel modifier. You do not need to attach this component if you are using the RichAI movement script.
Public Methods
void
Apply
(
)
Called for each path that the Seeker calculates after the calculation has finished.
Public Static Methods
void
AddComp
(
UnityEditor.MenuCommand | command | |
)
Public Variables
FunnelQuality
quality = FunnelQuality.Medium
Determines if funnel simplification is used.
When using the low quality setting only the funnel algorithm is used but when the high quality setting an additional step is done to simplify the path even more.
On tiled recast/navmesh graphs, but sometimes on normal ones as well, it can be good to simplify the funnel as a post-processing step to make the paths straighter.
This has a moderate performance impact during frames when a path calculation is completed. This is why it is disabled by default. For any units that you want high quality movement for you should enable it.
bool
splitAtEveryPortal
Insert a vertex every time the path crosses a portal instead of only at the corners of the path.
The resulting path will have exactly one vertex per portal if this is enabled. This may introduce vertices with the same position in the output (esp. in corners where many portals meet).
bool
unwrap = true
Determines if twists and bends should be straightened out before running the funnel algorithm.
If the unwrap option is disabled the funnel will simply be projected onto the XZ plane. If the unwrap option is enabled then the funnel may be oriented arbitrarily and may have twists and bends. This makes it possible to support the funnel algorithm in XY space as well as in more complicated cases, such as on curved worlds.
Note
This has a performance overhead, so if you do not need it you can disable it to improve performance.
Note
This is required if you want to use the funnel modifier for 2D games (i.e in the XY plane).
Public Enums
Inherited Public Members
Private/Protected Members
void
OnEnable
()
Alerts the Seeker that this modifier exists.
int
OnUpgradeSerializedData
(
int | version | |
bool | unityThread | |
)
Handle serialization backwards compatibility.
void
Reset
()
Handle serialization backwards compatibility.