diff --git a/README.md b/README.md index 378255f5a0a99441ee13f120107be4611311abd1..546d15fa5f7c40ada572801b03a0b417f5c6bd1c 100644 --- a/README.md +++ b/README.md @@ -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.