Vixen
02b45cc4
csharp
public record class NavMeshAsset

A 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 Params

    Where the tile grid is and how big its tiles are.

  • public NavMeshTileData[] Tiles

    The tiles. Empty positions in the grid are simply absent.

  • public int PolyCount

    How many polygons the whole mesh holds. Diagnostic, and what a build log wants.

Methods (3)

Used by (6)

  • DetailMeshTestsVixen.Navigation.Tests
  • NavMeshAssetTestsVixen.Navigation.Tests
  • OffMeshConnectionTestsVixen.Navigation.Tests
  • Vixen_Navigation_NavMeshAssetSerializerVixen.Navigation
  • NavMeshImporterVixen.Editor.Assets
  • NavMeshImporterTestsVixen.Editor.Assets.Tests