csharp
public static class NavAreaThe area ids the engine reserves. Everything from 1 to 62 belongs to the game.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
An area is a small integer stamped onto every polygon at bake time, and it is the only thing a query knows about what the ground is. Water, mud, a road that should be preferred and a stairwell that should not are all one byte and a cost multiplier — see NavQueryFilter.
Fields and properties (3)
public const byte NullNot walkable. A polygon never carries it; a voxel that does is not built into one.
public const byte WalkableThe default for anything the bake found walkable and nothing overrode.
public const int CountThe largest area id, and therefore the size of a cost table.
Used by (20)
- CompactHeightfieldVixen.Navigation
- ContourSetVixen.Navigation
- CrossTileConnectionTestsVixen.Navigation.Tests
- CrowdRetargetTestsVixen.Navigation.Tests
- HeightfieldVixen.Navigation
- HeightfieldTestsVixen.Navigation.Tests
- NavAreaVolumeTestsVixen.Navigation.Tests
- NavMeshVixen.Navigation
- NavMeshAssetTestsVixen.Navigation.Tests
- NavMeshBakerVixen.Navigation
- NavMeshBuildSettingsVixen.Navigation
- NavQueryFilterVixen.Navigation
- NavTileCacheTestsVixen.Navigation.Tests
- OffMeshConnectionTestsVixen.Navigation.Tests
- PolyMeshDetailVixen.Navigation
- RegionMergeVixen.Navigation
- WatershedVixen.Navigation
- WatershedTestsVixen.Navigation.Tests
- NavMeshImporterVixen.Editor.Assets
- NavMeshImporterTestsVixen.Editor.Assets.Tests