Creating a NavMesh#
NavMesh is a ground-based system and needs one or more meshes that represent a traversable area to build upon. It can build off of simple geometry or a custom polygon mesh.
Once the meshes are in the scene, generate a NavMesh by creating a new volume via Create > Navigation > NavMesh Volume. A new NavMesh volume will be created, and the NavMesh automatically built on the ground.
NavMesh Bake#
There are two ways to access the build settings:
The Window > Navigation > NavMesh menu item
Select any
NavMeshVolume
prim in the Stage and and in the Property panel, go to the NavMesh Volume section. Click on the Edit NavMesh Settings button.
Common Settings |
Result |
---|---|
Bake |
Rebuild the NavMesh |
Cancel All |
Cancels building the NavMesh |
Auto Rebake |
If enabled, upon every stage update the NavMesh will rebuild. WARNING: this can be computationally expensive with large and complex scenes. |
Auto Rebake Delay |
The time in seconds it takes for the NavMesh to trigger a rebuild after the scene has changed. This is good to use for large and complex scenes. |
NavMesh Settings#
Nav Mesh Generation Settings |
Result |
---|---|
Agent Height |
The height of the agent size in scene units. The NavMesh will build only in areas where the agent height will fit. |
Agent Radius |
The radius of the agent size in scene units.The NavMesh will build a buffer area against objects so that the agent cannot get too close to collide through. |
Voxel Ceiling |
Sets the maximum difference in height between any two walkable areas stacked on top of each other. If this value is too low, certain areas may become unreachable, but larger values reduce vertical fidelity. |
Visualization |
Result |
---|---|
Mesh |
Displays the NavMesh in viewport |
Mesh Outline |
Highlights the NavMesh borders in viewport |
Voxels Floor |
Displays the voxels’s floor in viewport |
Voxels Ceiling |
Displays the voxels’s ceiling in viewport |