What has Changed? Multiple agent sizes are now supported. And the workflow is now based on components New High Level Components: • NavMeshSurface - Describes a volume where the NavMesh will be built, you can have multiple volumes, at any orientation • NavMeshLink - Allows to connect two NavMeshes with a wide link • NavMeshModifierVolume - allows to change the area type of the NavMesh which falls inside the volume • NavMeshModifier allows fine grained control of area types per Game Object. These components are open-sourced (MIT license) – see link below Everything above is built on top of a simple public API which allows you to pass in the geometry that will contribute to the NavMesh building. Low level script API: • A method to quickly collect render or physics geometry for building NavMesh. • method to build NavMesh Data from the sources, optionally asynchronously. • method to incrementally update the existing NavMesh data locally • you can pass in your own data: Meshes and simple primitives. • instances of NavMesh Data can be added and removed at any time for any position and orientation. • The query API has been extended to support query filters based on agent type as well as area mask/cost. Supported Use Cases Bake NavMesh and store it in a prefab. Bake NavMesh at runtime (i.e. for user generated content). Bake NavMesh for multiple agent sizes. Bake NavMesh on a surface for any orientation. Bake NavMesh only within a specified volume. Continuously update the NavMesh around a moving character. Instantiating and connecting NavMeshes with different positions. Update NavMesh locally at runtime. Everything to get started is available here: https://github.com/Unity-Technologies/NavMeshComponents













