36 lines
1.6 KiB
C#
36 lines
1.6 KiB
C#
using UnityEngine;
|
|
using System.Collections.Generic;
|
|
using UnityEngine.Profiling;
|
|
|
|
namespace Pathfinding.RVO {
|
|
using Pathfinding.Util;
|
|
|
|
/// <summary>
|
|
/// Adds a navmesh as RVO obstacles.
|
|
/// Add this to a scene in which has a navmesh or grid based graph, when scanning (or loading from cache) the graph
|
|
/// it will be added as RVO obstacles to the RVOSimulator (which must exist in the scene).
|
|
///
|
|
/// Warning: You should only have a single instance of this script in the scene, otherwise it will add duplicate
|
|
/// obstacles and thereby increasing the CPU usage.
|
|
///
|
|
/// If you update a graph during runtime the obstacles need to be recalculated which has a performance penalty.
|
|
/// This can be quite significant for larger graphs.
|
|
///
|
|
/// In the screenshot the generated obstacles are visible in red.
|
|
/// [Open online documentation to see images]
|
|
///
|
|
/// Deprecated: This component is deprecated. Local avoidance colliders never worked particularly well and the performance was poor. Modify the graphs instead so that pathfinding takes obstacles into account.
|
|
/// </summary>
|
|
[AddComponentMenu("")]
|
|
[HelpURL("https://arongranberg.com/astar/documentation/stable/rvonavmesh.html")]
|
|
public class RVONavmesh : GraphModifier {
|
|
/// <summary>
|
|
/// Height of the walls added for each obstacle edge.
|
|
/// If a graph contains overlapping regions (e.g multiple floor in a building)
|
|
/// you should set this low enough so that edges on different levels do not interfere,
|
|
/// but high enough so that agents cannot move over them by mistake.
|
|
/// </summary>
|
|
public float wallHeight = 5;
|
|
}
|
|
}
|