diff --git a/Scripting/Classes/Physics/Raycast.md b/Scripting/Classes/Physics/Raycast.md deleted file mode 100644 index e69de29..0000000 diff --git a/Scripting/UnityEngine.AI/Classes/NavMesh.md b/Scripting/UnityEngine.AI/Classes/NavMesh.md deleted file mode 100644 index 6754ed7..0000000 --- a/Scripting/UnityEngine.AI/Classes/NavMesh.md +++ /dev/null @@ -1,80 +0,0 @@ -### NavMesh Overview - -The **NavMesh** system is your go-to for pathfinding and AI movement in 3D environments. Imagine you're baking a map that your game characters can navigate on — that’s what the NavMesh is. You can tweak how characters move, handle obstacles, and even create custom paths. - ---- - -### Static Properties - -| Property | Description | -|---|---| -| `AllAreas` | Think of this as selecting *everywhere* your AI can walk. | -| `avoidancePredictionTime` | How far in the future Unity should predict AI avoiding each other. | -| `onPreUpdate` | A callback you can hook into right before the NavMesh updates. | -| `pathfindingIterationsPerFrame` | Controls how much pathfinding Unity does each frame. More means better accuracy but slower frames. | - ---- - -### Key Static Methods (Chill Teacher Mode) - -**1. `AddLink`** - -This method is all about creating *custom* paths between two points on the NavMesh — perfect if you want shortcuts or special routes. - -```csharp -NavMesh.AddLink(new NavMeshLinkData() -{ - startPosition = new Vector3(0, 0, 0), - endPosition = new Vector3(10, 0, 10), - width = 2.0f -}); -``` -- **Use Case:** You want to build a bridge between two points that aren't directly connected. - ---- - -**2. `CalculatePath`** - -Wanna know how your AI is gonna move from Point A to Point B? Use this to calculate that path ahead of time. - -```csharp -NavMeshPath path = new NavMeshPath(); -NavMesh.CalculatePath(startPos, endPos, NavMesh.AllAreas, path); -``` -- **Cool Trick:** You can check if the path is valid or not (`path.status`), which helps avoid bad routes. - ---- - -**3. `FindClosestEdge`** - -Ever needed to know where the closest boundary is in your NavMesh? This one’s handy for that! - -```csharp -NavMeshHit hit; -if (NavMesh.FindClosestEdge(transform.position, out hit, NavMesh.AllAreas)) -{ - Debug.Log("Edge found at: " + hit.position); -} -``` -- **Why It’s Useful:** It's like your AI has a radar for walls and limits. Use it to keep them in bounds. - ---- - -**4. `Raycast`** - -This is like drawing an invisible line to see if the AI can walk straight to a point. - -```csharp -NavMeshHit hit; -if (!NavMesh.Raycast(startPos, endPos, out hit, NavMesh.AllAreas)) -{ - Debug.Log("Line of sight is clear!"); -} -``` -- **Pro Tip:** Use it to test if obstacles are in the way, so you can reroute AI. - ---- - -These examples should give you a good starting point to experiment and make your AI navigation smarter. Keep in mind, you’ll need to bake your NavMesh in the scene first! - -**Generated by ChatGPT** \ No newline at end of file