### 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**