For convenience, you can create a list of build sources directly from the current geometry. (UnityEngine)
The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.
includedWorldBounds | The queried objects must overlap these bounds to be included in the results. |
includedLayerMask | Specifies which layers are included in the query. |
geometry | Which type of geometry to collect - e.g. physics colliders. |
defaultArea | Area type to assign to results, unless modified by NavMeshMarkup. |
markups | List of markups which allows finer control over how objects are collected. |
results | List where results are stored, the list is cleared at the beginning of the call. |
Collects renderers or physics colliders, and terrains within a volume. (UnityEngine)
root | If not null, consider only root and its children in the query; if null, includes everything loaded. |
includedLayerMask | Specifies which layers are included in the query. |
geometry | Which type of geometry to collect - e.g. physics colliders. |
defaultArea | Area type to assign to results, unless modified by NavMeshMarkup. |
markups | List of markups which allows finer control over how objects are collected. |
results | List where results are stored, the list is cleared at the beginning of the call. |
Collects renderers or physics colliders, and terrains within a transform hierarchy. (UnityEngine)
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