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Unity Engine


DrawBuildDebug(NavMeshData, NavMeshBuildDebugFlags)

Displays in the Editor the precise intermediate data used during the build process of the specified NavMesh.
Read time 1 minuteLast updated 13 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor.AI
  • Assembly: UnityEditor.AIModule
public static void DrawBuildDebug(NavMeshData navMeshData, NavMeshBuildDebugFlags flags)

Parameters

navMeshData

NavMesh object for which debug data has been deliberately collected during the build process.

Bitmask that designates the types of data to show at one time.

Remarks

Additional Resources: NavMeshBuildSettings.debug.

Examples

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>(); NavMeshEditorHelpers.CollectSourcesInStage( bounds, ~0, NavMeshCollectGeometry.RenderMeshes, 0, markups, gameObject.scene, 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); }}