public record class NavMeshAssetA whole baked navmesh as one value: the tile grid, and every tile on it.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
This is the artefact. A content build bakes one and writes it; a player reads it and calls ToNavMesh; nothing in between has to know how it was produced. Keeping it a separate type from NavMesh is what makes that possible — the mesh holds salts, slots and links, which are facts about a particular load rather than about the level, and serialising them would be serialising a moment.
Serialised through Vixen.Core.Serialization, so the format is the engine's ordinary one: positional, little-endian, floats by their bits — which is what makes two bakes of the same level compare byte for byte and lets the content build's determinism check mean something.
Fields and properties (3)
public NavMeshParams ParamsWhere the tile grid is and how big its tiles are.
public NavMeshTileData[] TilesThe tiles. Empty positions in the grid are simply absent.
public int PolyCountHow many polygons the whole mesh holds. Diagnostic, and what a build log wants.
Methods (3)
public static NavMeshAsset FromBake(NavMeshBakeResult result)Wraps the result of a tiled bake.
public static NavMeshAsset FromTile(NavMeshTileData tile)Wraps a single tile baked with Single.
public NavMesh ToNavMesh()Loads the asset into a mesh that can be queried.
Used by (6)
- DetailMeshTestsVixen.Navigation.Tests
- NavMeshAssetTestsVixen.Navigation.Tests
- OffMeshConnectionTestsVixen.Navigation.Tests
- Vixen_Navigation_NavMeshAssetSerializerVixen.Navigation
- NavMeshImporterVixen.Editor.Assets
- NavMeshImporterTestsVixen.Editor.Assets.Tests