Version: 2017.3 (switch to 2017.4)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NavMeshEditorHelpers.DrawBuildDebug

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

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); } }

Did you find this page useful? Please give it a rating: