unity怎么添加NavMeshSurface
时间: 2024-06-09 08:07:56 浏览: 171
在 Unity 中,你可以通过添加 NavMeshSurface 组件来为游戏场景添加导航网格。以下是添加 NavMeshSurface 的步骤:
1. 在 Unity 编辑器中,选择你想要添加导航网格的游戏对象。
2. 在 Inspector 窗口中,点击 "Add Component" 按钮。
3. 在搜索框中输入 "NavMeshSurface" 并选择该组件。
4. 在 NavMeshSurface 组件的属性面板中,你可以设置导航网格的大小、形状、高度、距离等属性。
5. 在 "Bake" 选项下,点击 "Bake" 按钮生成导航网格。
6. 等待导航网格生成完成后,你就可以在场景中使用导航网格来实现 AI 导航了。
需要注意的是,NavMeshSurface 组件只能与包含 MeshRenderer 或 SkinnedMeshRenderer 组件的游戏对象一起使用。如果你的游戏对象没有这些组件,你需要先添加这些组件,然后再添加 NavMeshSurface 组件。
相关问题
unity navmeshsurface
### 使用NavMeshSurface组件进行导航网格生成和配置
#### 导航网格表面设置
在Unity中,为了创建更灵活的导航网格,可以选择特定的游戏对象来作为`NavMesh`的烘焙源。对于这些对象而言,在层次结构面板选中目标“NavMesh”对象之后,通过菜单路径“组件>导航>NavMeshSurface”,即可为其添加`NavMeshSurface`组件[^1]。
#### 组件参数解释
该组件拥有多个重要字段用于控制导航网格的行为:
- **Collect Object**: 此选项决定了哪些类型的碰撞体应该被纳入到当前`NavMeshSurface`所负责构建的导航网格之中。这有助于优化性能并减少不必要的计算开销,特别是当场景规模较大时[^3]。
- **Override Voxel Size / Override Agent Height / Override Other Settings...**: 这些复选框允许开发者覆盖默认的烘焙设定,从而针对不同区域定制更加精确的导航需求。例如调整体素大小可以改变最终生成的导航网格精度;修改代理高度则能适应各种体型的角色行走逻辑[^2]。
#### 动态更新机制
值得注意的是,借助于`NavMeshSurface.Build()`方法调用,能够在运行期间重新触发指定范围内的导航网格重建工作。这对于那些需要频繁变动环境布局的应用场合尤为有用——比如实时变化地形或可破坏性建筑等特性开发。
```csharp
using UnityEngine;
using UnityEngine.AI;
public class DynamicNavmeshExample : MonoBehaviour {
public NavMeshSurface surface;
void Update() {
if (Input.GetKeyDown(KeyCode.Space)) {
// 当按下空格键时尝试刷新一次导航网面
surface.BuildNavMesh();
}
}
}
```
当您使用Unity游戏引擎时,以下是一些基础库可以使用的库: unity中使用的各种数学计算库 unity中使用的碰撞检测、射线检测、物理引擎 unity中使用的线程,协程库 unity中使用的委托(delegate),事件(event),Action,Func unity中使用声音/视频库 unity中使用的所有网路库 unity中使用的反射 unity中使用的事件系统库 unity中使用的动画控制库 unity中使用的TimeLine UnityEngine.Rendering渲染库 Unity的人工智能库 Unity的基础移动、旋转库。根据这个使用需求,帮我生成一份link.xml文件
抱歉,我是一个自然语言生成AI,并不具备生成link.xml文件的能力。不过,你可以按照以下步骤手动创建link.xml文件:
1. 在Unity项目的Assets目录下创建一个名为Editor的文件夹。
2. 在Editor文件夹下创建一个名为link.xml的文件。
3. 打开link.xml文件,在其中添加以下代码:
```
<linker>
<assembly fullname="UnityEngine">
<type fullname="UnityEngine.Mathf" preserve="all"/>
<type fullname="UnityEngine.Vector2" preserve="all"/>
<type fullname="UnityEngine.Vector3" preserve="all"/>
<type fullname="UnityEngine.Quaternion" preserve="all"/>
<type fullname="UnityEngine.Collision" preserve="all"/>
<type fullname="UnityEngine.RaycastHit" preserve="all"/>
<type fullname="UnityEngine.Rigidbody" preserve="all"/>
<type fullname="UnityEngine.Transform" preserve="all"/>
<type fullname="UnityEngine.ThreadPriority" preserve="all"/>
<type fullname="UnityEngine.Coroutine" preserve="all"/>
<type fullname="UnityEngine.Delegate" preserve="all"/>
<type fullname="UnityEngine.Events.UnityEvent" preserve="all"/>
<type fullname="UnityEngine.AudioSource" preserve="all"/>
<type fullname="UnityEngine.Video.VideoPlayer" preserve="all"/>
<type fullname="UnityEngine.Networking.UnityWebRequest" preserve="all"/>
<type fullname="UnityEngine.Networking.UnityWebRequestAsyncOperation" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandler" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandlerBuffer" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandlerTexture" preserve="all"/>
<type fullname="UnityEngine.Networking.UploadHandler" preserve="all"/>
<type fullname="UnityEngine.Networking.UploadHandlerRaw" preserve="all"/>
<type fullname="UnityEngine.Networking.UploadHandlerForm" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandlerAudioClip" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandlerMovieTexture" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandlerScript" preserve="all"/>
<type fullname="UnityEngine.Networking.DownloadHandlerAssetBundle" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkTransport" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkClient" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkServer" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkManager" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkIdentity" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkBehaviour" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkMessage" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkReader" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkWriter" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkConnection" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkMigrationManager" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkLobbyManager" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkDiscovery" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkAnimator" preserve="all"/>
<type fullname="UnityEngine.Networking.NetworkHash128" preserve="all"/>
<type fullname="UnityEngine.ReflectionProbe" preserve="all"/>
<type fullname="UnityEngine.Animator" preserve="all"/>
<type fullname="UnityEngine.Playables.PlayableDirector" preserve="all"/>
<type fullname="UnityEngine.Timeline.TimelineAsset" preserve="all"/>
<type fullname="UnityEngine.Timeline.TimelineClip" preserve="all"/>
<type fullname="UnityEngine.Timeline.TimelineTrack" preserve="all"/>
<type fullname="UnityEngine.Rendering.CommandBuffer" preserve="all"/>
<type fullname="UnityEngine.Rendering.RenderPipeline" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshAgent" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshObstacle" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshPath" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshData" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshHit" preserve="all"/>
<type fullname="UnityEngine.AI.NavMesh" preserve="all"/>
<type fullname="UnityEngine.AI.OffMeshLinkData" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshLinkData" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshLink" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshModifier" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshModifierVolume" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshQueryFilter" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshBuildSettings" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshBuildSource" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshBuildSourceShape" preserve="all"/>
<type fullname="UnityEngine.AI.OffMeshLink" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshSurface" preserve="all"/>
<type fullname="UnityEngine.AI.NavMeshDataInstance" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshQuery" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshAgent" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMesh" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshLink" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshModifier" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshSurface" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshData" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshDataInstance" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshQueryFilter" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshHit" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshPath" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.OffMeshLinkData" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshLinkData" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshBuildSettings" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshBuildSource" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshBuildSourceShape" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshCollectGeometry" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshCollectGeometryFilter" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshCollectGeometryModifier" preserve="all"/>
<type fullname="UnityEngine.Experimental.AI.NavMeshLinkInstance" preserve="all"/>
<type fullname="UnityEngine.Experimental.Rendering.RenderPipelineAsset" preserve="all"/>
<type fullname="UnityEngine.Experimental.Rendering.RendererList" preserve="all"/>
<type fullname="UnityEngine.Experimental.Rendering.RendererListDesc" preserve="all"/>
<type fullname="UnityEngine.Rendering.Universal.ScriptableRendererData" preserve="all"/>
<type fullname="UnityEngine.Rendering.Universal.ScriptableRendererFeature" preserve="all"/>
<type fullname="UnityEngine.Rendering.Universal.ScriptableRenderPass" preserve="all"/>
<type fullname="UnityEngine.Rendering.Universal.ScriptableRenderContext" preserve="all"/>
<type fullname="UnityEngine.Rendering.Universal.ScriptableRenderer" preserve="all"/>
</assembly>
</linker>
```
4. 保存link.xml文件并重新编译Unity项目。
以上代码会告诉Unity保留所需的程序集、类型和成员,而忽略未被引用的类型和成员。注意,这份link.xml文件并不是一份完整的文件,你可以根据实际需求进行添加/删除类型和成员。
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