public struct NavOffMeshConnectionDataA way from one point of the mesh to another that is not a walk.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A ladder, a jump down a ledge, a zip line, a door that teleports. What they have in common is that the two ends are not adjacent on the surface and no amount of baking will make them so — the connection is authored, and the bake's job is only to work out which polygon each end lands on.
UserId is the game's, and is the point of the whole feature: a connection is useless unless something can recognise it and play the right animation, and the navmesh has no opinion about what a jump looks like.
Fields and properties (7)
public Vector3 StartWhere it starts, in world space.
public Vector3 EndWhere it ends.
public float RadiusHow far from an end the mesh is searched for the polygon to attach it to.
public bool BidirectionalWhether it can be used in both directions, or only from start to end.
public byte AreaIts area id, so that using one can be made expensive.
public NavPolyFlags FlagsWhat it may be used for, so that a jump can be refused to an agent that cannot jump.
public uint UserIdWhatever the game wants back when an agent uses it.
Used by (14)
- CachedTileVixen.Navigation
- CrossTileConnectionTestsVixen.Navigation.Tests
- CrowdVixen.Navigation
- NavMeshVixen.Navigation
- NavMeshBakerVixen.Navigation
- NavMeshDebugDrawVixen.Navigation
- NavMeshTileVixen.Navigation
- NavMeshTileDataVixen.Navigation
- NavTileCacheVixen.Navigation
- OffMeshConnectionTestsVixen.Navigation.Tests
- Vixen_Navigation_NavMeshTileDataSerializerVixen.Navigation
- Vixen_Navigation_NavOffMeshConnectionDataSerializerVixen.Navigation
- NavMeshImporterVixen.Editor.Assets
- NavMeshImporterTestsVixen.Editor.Assets.Tests