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NavMeshEditorHelpers.DrawBuildDebug

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public static method DrawBuildDebug(navMeshData: AI.NavMeshData, flags: AI.NavMeshBuildDebugFlags = NavMeshBuildDebugFlags.All): void;
public static void DrawBuildDebug(AI.NavMeshData navMeshData, AI.NavMeshBuildDebugFlags flags = NavMeshBuildDebugFlags.All);

Parameters

navMeshData NavMesh object for which debug data has been deliberately collected during the build process.
flags Bitmask that designates the types of data to show at one time.

Description

Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh.

#pragma strict
public class NavMeshBuildDebugDraw extends MonoBehaviour {
    var m_NavMeshData: NavMeshData;
    function Start() {
        var bounds: var = new Bounds(transform.position, new Vector3(100.0f, 100.0f, 100.0f));
        var markups: var = new List.<NavMeshBuildMarkup>();
        var sources: var = new List.<NavMeshBuildSource>();
        UnityEngine.AI.NavMeshBuilder.CollectSources(bounds, ~0, NavMeshCollectGeometry.RenderMeshes, 0, markups, sources);
        var settings: var = NavMesh.GetSettingsByID(0);
        var debug: var = new NavMeshBuildDebugSettings();
        debug.flags = NavMeshBuildDebugFlags.All;
        settings.debug = debug;
        m_NavMeshData = new NavMeshData();
        UnityEngine.AI.NavMeshBuilder.UpdateNavMeshDataAsync(m_NavMeshData, settings, sources, bounds);
    }
    function OnDrawGizmos() {
        NavMeshEditorHelpers.DrawBuildDebug(m_NavMeshData, NavMeshBuildDebugFlags.Regions | NavMeshBuildDebugFlags.SimplifiedContours);
    }
}
using System.Collections.Generic;
using UnityEditor.AI;
using UnityEngine;
using UnityEngine.AI;

public class NavMeshBuildDebugDraw : MonoBehaviour { NavMeshData m_NavMeshData;

void Start() { var bounds = new Bounds(transform.position, new Vector3(100.0f, 100.0f, 100.0f)); var markups = new List<NavMeshBuildMarkup>(); var sources = new List<NavMeshBuildSource>(); UnityEngine.AI.NavMeshBuilder.CollectSources(bounds, ~0, NavMeshCollectGeometry.RenderMeshes, 0, markups, sources);

var settings = NavMesh.GetSettingsByID(0); var debug = new NavMeshBuildDebugSettings(); debug.flags = NavMeshBuildDebugFlags.All; settings.debug = debug;

m_NavMeshData = new NavMeshData(); UnityEngine.AI.NavMeshBuilder.UpdateNavMeshDataAsync(m_NavMeshData, settings, sources, bounds); }

void OnDrawGizmos() { NavMeshEditorHelpers.DrawBuildDebug(m_NavMeshData, NavMeshBuildDebugFlags.Regions | NavMeshBuildDebugFlags.SimplifiedContours); } }

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