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Unity automatic pathfinding
2022-06-30 04:49:00 【Huangjiale】
First create a simple scenario .
The second step , Choose the ground and built roads , take Static Set to Navigation Static Check box ,unity The navigation grid will be generated by the selected object :
The third step : Select... In the menu bar Window—>Navigation command , eject Navgation View . And then choose Navgation In the view Bake Button generate navigation grid , Then its walkable floor will turn blue and transparent .

Step four : Create a movable object , Here we use a cube instead of , To add NavMesh Agent Components .
Introduction to basic component information
Base offset: Offset from the ground
speed : Movement speed
Angular Speed: Corner speed , Turning speed angular velocity : Maximum speed ( degree / second ).
Acceleration : The acceleration , At startup Maximum acceleration .
Stopping Distance: Stop distance , Braking distance : Braking distance . The distance to the destination is less than this value , Agent decelerates .
Auto Traverse OffMesh Link : Automatic traversal OffMesh link : Automatically move and close OffMeshLinks
Auto Repath: Automatic rerouting : If the existing part has expired , Get a new path .
Height: Height : The height of the agent ( Used to debug graphics ).
Base offset: Basic offset : The vertical offset of the collision geometry from the actual geometry .
Obstacle Avoidance Type : Obstacle avoidance type : Quality level of avoidance .
NavMesh Walkable: Navigation grid walk : Specify the type of navigation grid layer that the agent can traverse . This parameter has a great effect , In the following example, you can use .
Step five Add move script for Cube , Click the mouse to move it to the specified location .
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