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NavMesh Static Off? Or NavMesh Static on and Not Walkable?

Discussion in 'Navigation' started by QFGlenn, Mar 23, 2017.

  1. QFGlenn

    QFGlenn

    Joined:
    Feb 21, 2013
    Posts:
    39
    Hello there, I usually don't use the NavMesh system, so I'm a little confused about the most efficient way to proceed.

    I have a city scene, and it has hydrants and lampposts, etc.

    My question is, for these items, should I mark them NavMesh Static Not Walkable? Or should I just turn off NavMesh static alltogether?

    For example these street lamps are the kind that are "T" shaped. So if I mark them not walkable, will that make it so my character can't walk under the hanging parts of the street lamp?

    Thanks for your time.
     
  2. Jakob_Unity

    Jakob_Unity

    Joined:
    Dec 25, 2011
    Posts:
    269
    • Not marking as 'navigation static' basically means they'll be 'invisible' for NavMesh purposes - as if they didn't exist.

    • Marking as : 'navigation static' + 'Not Walkable' means they'll affect the NavMesh generation - and for your lamps, create holes in the NavMesh

    • Regarding the T shape: It will block the movement - if the height of the cross-bar is lower than the Agent Height in the bake-settings window/tab - otherwise it will not.
     
    Last edited: Mar 25, 2017
    Setting_Sun, Quast and QFGlenn like this.