| AgentHeight |
Height of the agent |
| AgentMaxSlope |
The maximum slope an agent can walk up (in degrees) |
| AgentRadius |
The radius of the agent. This will change how much gap is left on the edges of surfaces, so they don't clip into walls. |
| AgentStepSize |
The maximum height an agent can climb (step) |
| Bounds |
The bounds to generate the navmesh within.
Won't take effect until regenerated or reloaded. |
| CustomBounds |
By Default , the navmesh will calculate bounds based on the world geometry, but if you want to override that, you can set custom bounds here. |
| DeferGeneration |
Skip tile generation during scene load. Tiles can then be generated on demand
via Sandbox.Navigation.NavMesh.GenerateTile(Sandbox.PhysicsWorld,Vector3), Sandbox.Navigation.NavMesh.RequestTileGeneration(Vector3), etc. |
| DrawMesh |
Draw the navigation mesh in the editor |
| EditorAutoUpdate |
Constantly update the navigation mesh in the editor |
| ExcludedBodies |
Don't include these bodies in the generation |
| IncludedBodies |
If any, we'll only include bodies with this tag |
| IncludeKeyframedBodies |
Should the generator include keyframed bodies |
| IncludeStaticBodies |
Should the generator include static bodies |
| IsDirty |
The navigation mesh is dirty and needs a complete rebuild |
| IsEnabled |
Determines wether the navigation mesh is enabled and should be generated |
| IsGenerating |
The navigation mesh is generating |
| CalculatePath |
Computes a navigation path between the specified start and target positions on the navmesh.
Uses the same pathfinding algorithm as Sandbox.NavMeshAgent, taking agent configuration into account if provided.
The result is suitable for direct use with Sandbox.NavMeshAgent.SetPath(Sandbox.Navigation.NavMeshPath).
If a complete path cannot be found, the result may indicate an incomplete or failed path. |
| Dispose |
|
| Generate |
|
| GenerateTile |
Generates or regenerates the navmesh tile at the given world position.
This function is thread safe but can only be called from the main thread. |
| GenerateTiles |
Generates or regenerates the navmesh tiles overlapping with the given bounds.
This function is thread safe but can only be called from the main thread. |
| GetClosestEdge |
|
| GetClosestPoint |
|
| GetRandomPoint |
|
| GetSimplePathobsolete |
|
| RequestTileGeneration |
Queues the navmesh tile at the given world position for incremental generation
over subsequent frames. Fire-and-forget alternative to Sandbox.Navigation.NavMesh.GenerateTile(Sandbox.PhysicsWorld,Vector3). |
| RequestTilesGeneration |
Queues all navmesh tiles overlapping with the given bounds for incremental generation
over subsequent frames. Fire-and-forget alternative to Sandbox.Navigation.NavMesh.GenerateTiles(Sandbox.PhysicsWorld,BBox). |
| SetDirty |
Set the navgiation a dirty, so it will rebuild over the next few frames.
If you need an immediate rebuild, call Sandbox.Navigation.NavMesh.Generate(Sandbox.PhysicsWorld) instead. |
| UnloadTile |
Removes the navmesh tile at the given world position. |
| UnloadTiles |
Removes all navmesh tiles overlapping with the given bounds. |