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Navigation and Pathfinding

时间:2014-12-23 10:14:06      阅读:326      评论:0      收藏:0      [点我收藏+]

【Navigation and Pathfinding】

  对于开放式场景,轨迹线不适用,NaviMesh此时就派上用场了。Unity的导航系统在已有的Mesh基础上生成一个新的FloorMesh,也叫NaviMesh。通过(menu: Window > Navigation)可以打开Navigation编辑器。

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  Navigation Static:是否根据此网格生成Navimesh。

  OffMeshLink Generator:是否生成从此网格出发的Link。

  Navigation Layer:层。

 

  Bake页中包含更多内容。

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  Radius: The Radius determines how close a navigating character can get to a wall and consequently the width of the narrowest gap between two walls that can it can squeeze through. 

  Height:efers to the height of the “ceiling” above the navmesh surface - an area may not be reachable simply because there is not enough headroom for the character

  Max Slope:parameter sets the threshold of steepness where a ramp becomes a wall

  Step Height: the maximum height of bump or step in the floor surface that is ignored by the character (any step greater than this height results in a disconnected walkable area rather than a continuation of the same area).

Enabling a Character to Navigate

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更多资料参考:~/Unity/Editor/Data/Documentation/html/en/Manual/Navigation.html

  

Navigation and Pathfinding

原文:http://www.cnblogs.com/tekkaman/p/4179408.html

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