public class DrawNavMeshPath : MonoBehaviour { public NavMeshAgent navMeshAgent; public Transform target; private NavMeshPath path; private void Start() { path = new NavMeshPath(); NavMesh.CalculatePath(navMeshAgent.transform.position, target.position, NavMesh.AllAreas, path); } private void U...
1、说明:NavMeshSurface组件可以被加在任何游戏物体上,可以用来定义那些物体可以用来生成NavMesh(有了该组件后可以不需要设置物体Navigition static的静态属性,以前的静态属性只适用于editor模式,不适用于实时bake的特性) 2、参数 (1)、Agent Type: 用来匹配NavMeshAgent (2)、Collect Object: 定义哪些物体用来bake生...
}privatevoidUpdate(){if(Input.GetMouseButtonUp(0) && navMeshAgent.remainingDistance <float.Epsilon) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);if(Physics.Raycast(ray,outhit)) {if(navMeshAgent.CalculatePath(hit.point, path)) { DrawLine(path.corners); navMeshAgent.SetDestination(h...
最后我们在寻路后画线 1Vector3[] _path = Nav.path.corners;//储存路径2_lineRenderer.SetVertexCount(_path.Length);//设置线段数3for(inti =0; i < _path.Length; i++)4{5_lineRenderer.SetPosition(i, _path[i]);//设置线段顶点坐标6} 就这么简单,看看代码,看不懂先去看我上文提到的手册 由于...
Method 1: Draw the Path for Every Agent Now that we have our line renderer set up, it’s time to draw our path. This first method is the simplest one, and, as the name implies, it involves drawing out the path for every NavMeshAgent currently in your scene. If you only ever have...
navPath">Navpath.</param> voidDrawPath(NavMeshPathnavPath) { List<GameObject>arrows=arrowList; StartCoroutine(ClearArrows(arrows)); arrowList.Clear(); //Ifthepathhas1ornocorners,thereisnoneedtodrawtheline if(navPath.corners.Length<2) { print("navPath.corners.Length<...
(0)&&navMeshAgent.remainingDistance<float.Epsilon){Rayray=Camera.main.ScreenPointToRay(Input.mousePosition);if(Physics.Raycast(ray,outhit)){if(navMeshAgent.CalculatePath(hit.point,path)){DrawLine(path.corners);navMeshAgent.SetDestination(hit.point);}else{lineRenderer.positionCount=0;lineRenderer.enabled...
NavMeshPathStatus.PathComplete:c=Color.white;break;caseUnityEngine.AI.NavMeshPathStatus.PathInvalid:c=Color.red;break;caseUnityEngine.AI.NavMeshPathStatus.PathPartial:c=Color.yellow;break;}// draw the pathfor(int i=1;i<path.corners.Length;++i)Debug.DrawLine(path.corners[i-1],path.corners[...
Unity自带寻路Navmesh入门教程(三) 继续介绍NavMesh寻路的功能,接下来阿赵打算讲一下以下两个例子,先看看完成的效果: 第一个例子对于喜欢DOTA的朋友应该很熟悉了,就是不同小队分不同路线进攻的寻路,红绿蓝三个队伍分别根据三条路线进攻。 第二个例子是动态的控制道路的开关。当吊桥打开时,道路不通,当吊桥放下...
需要自动寻路的物体,添加自动寻路组件。 添加脚本 NavMeshAgent属性 寻路路径烘焙属性 寻路系统区域遮罩: 分别添加自定义区域,如Red、Blue区域. 选择场景中的静态... A*寻路Unity 添加组件的方式: [AddComponentMenu("Pathfinding/Pathfinder")] 1、创建场景 在场景中添加一些Cube 作为障碍物 Obstacles,添加一个 Capsul...