提交 0fbff61d 编写于 作者: J jakobhu 提交者: GitHub

Update README.md

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......@@ -19,3 +19,36 @@ Download the feature build which is based on Unity 5.5
http://beta.unity3d.com/download/9f4c055d6ef4/public_download.html
add the folder `Assets/NavMeshComponents` of this repository to your project.
# FAQ
Q: Can I bake navmesh at runtime?
A: yes
Q: Can I use navmesh'es for more than one agent size?
A: yes
Q: Can I put a navmesh in a prefab?
A: yes - with some limitiations.
Q: How do i connect two navmesh surfaces?
A: Use the NavMeshLink to connect the two sides
Q: How do i query the navmesh for one specific size of agent?
A: Use the NavMeshQuery filter when querying the navmesh
Q: What's the deal with the 'DefaultExecutionOrder' attribute?
A: It gives a way of controlling the order of execution of scripts - specifically it allows us to build a navmesh before the
(native) navmeshagent component is enabled.
Q: What's the use of the new delegate 'NavMesh.onPreUpdate'?
A: It allows you to hook in to controlling the navmesh data and links set up before the navigation update loop is called on the native side.
Q: Can I do moving NavMesh platforms?
A: No - new API is required for consistently moving platforms carrying agents.
Q: Is OffMeshLink now obsolete?
A: No - you can still use OffMeshLink - however you'll find that NavMeshLink is more flexible and have less overhead.
Q: What happened to HeightMesh and Auto Generated OffMeshLinks?
A: They're not supported in the new navmesh building feature. HeightMesh will be added at some point. Auto OffMeshLink generation will possibly be replaced with a solution that allows better control of placement.
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