Getting Started - Nav3D Doc
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Getting Started

  • All asset classes you need to work with are contained in the Nav3D.API namespace.
  • In the playmode, Nav3D will create several MonoBehaviour objects on the scene that it needs for internal use.

These GameObjects are created with the DontDestroyOnLoad flag. Saving managers when loading another scene can be useful if, for example, you use a separate loading scene in which you initialize Nav3D.

  • Movement of agents (Nav3DAgent) executes inside the FixedUpdate event
  • All time-consuming computational operations are performed on the CPU outside the main thread.
  • All callbacks provided in the Nav3D API are executed in the MainThread.

Agent log

In the second section, you can get the contents of the agent log by clicking on ...

Debug drawing

In the first section, you can visualize the agent and his nearest environment. T...

Creating and configuring an agent description from code

All Nav3DAgentDescription parameters configured in the description inspector c...

Nav3DManager

Nav3DManager is a helper static class. Can be useful for checking whether Nav3D ...

Nav3DInitializer

To use Nav3D in playmode, you need to initialize it. The Nav3DInitializer compon...

Nav3DObstacleLoader

To use the possibility of pre-baking obstacles on the scene in editor mode and t...

Nav3DObstacle

To manage obstacles on the scene, the Nav3DObstacle component is designed. Attac...

Obstacle combinations

We will call obstacles with the selected processing mode “Runtime” as runtim...

Operations with obstacles

Regardless of the obstacle processing mode, the processing procedure consists of...

Deeper dive into obstacles

As already described above, in order for an obstacle to be taken into account du...

Nav3DAgent : Debug

The Nav3DAgent and its inheritors have an inspector that provides several useful...

Nav3DAgent

As mentioned above, you can use the Nav3DAgent script as a component for your ga...

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