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Unity Engine


CollectSources

Collects renderers or physics colliders, and terrains within a volume. This function might not collect some MeshColliders that are a distance greater than 1E7 from the origin.
Read time 4 minutesLast updated 14 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine.AI
  • Assembly: UnityEngine.AIModule

CollectSources(Bounds, int, NavMeshCollectGeometry, int, bool, List<NavMeshBuildMarkup>, bool, List<NavMeshBuildSource>)

Collects renderers or physics colliders, and terrains within a volume. This function might not collect some MeshColliders that are a distance greater than 1E7 from the origin.
public static void CollectSources(Bounds includedWorldBounds, int includedLayerMask, NavMeshCollectGeometry geometry, int defaultArea, bool generateLinksByDefault, List<NavMeshBuildMarkup> markups, bool includeOnlyMarkedObjects, List<NavMeshBuildSource> results)

Parameters

includedWorldBounds

The queried objects must overlap these bounds to be included in the results.

includedLayerMask

Specifies which layers are included in the query.

Which type of geometry to collect - e.g. physics colliders.

defaultArea

Area type to assign to results, unless modified by NavMeshBuildMarkup.

generateLinksByDefault

If true, all the source will be considered for generating links. Otherwise, only the marked sources will be considered.

List of markups which allows finer control over how objects are collected.

includeOnlyMarkedObjects

Specifies if only objects with markups are collected.

List where results are stored, the list is cleared at the beginning of the call.

Remarks

For convenience, you can create a list of build sources directly from the current geometry.
The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.

CollectSources(Bounds, int, NavMeshCollectGeometry, int, List<NavMeshBuildMarkup>, List<NavMeshBuildSource>)

Collects renderers or physics colliders, and terrains within a volume. This function might not collect some MeshColliders that are a distance greater than 1E7 from the origin.
public static void CollectSources(Bounds includedWorldBounds, int includedLayerMask, NavMeshCollectGeometry geometry, int defaultArea, List<NavMeshBuildMarkup> markups, List<NavMeshBuildSource> results)

Parameters

includedWorldBounds

The queried objects must overlap these bounds to be included in the results.

includedLayerMask

Specifies which layers are included in the query.

Which type of geometry to collect - e.g. physics colliders.

defaultArea

Area type to assign to results, unless modified by NavMeshBuildMarkup.

List of markups which allows finer control over how objects are collected.

List where results are stored, the list is cleared at the beginning of the call.

Remarks

For convenience, you can create a list of build sources directly from the current geometry.
The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.

CollectSources(Transform, int, NavMeshCollectGeometry, int, bool, List<NavMeshBuildMarkup>, bool, List<NavMeshBuildSource>)

Collects renderers or physics colliders, and terrains within a transform hierarchy.
public static void CollectSources(Transform root, int includedLayerMask, NavMeshCollectGeometry geometry, int defaultArea, bool generateLinksByDefault, List<NavMeshBuildMarkup> markups, bool includeOnlyMarkedObjects, List<NavMeshBuildSource> results)

Parameters

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.

Which type of geometry to collect - e.g. physics colliders.

defaultArea

Area type to assign to results, unless modified by NavMeshMarkup.

generateLinksByDefault

If true, all the source will be considered for generating links. Otherwise, only the marked sources will be considered.

List of markups which allows finer control over how objects are collected.

includeOnlyMarkedObjects

Specifies if only objects with markups are collected.

List where results are stored, the list is cleared at the beginning of the call.

Remarks

For convenience, you can create a list of build sources directly from the current geometry.
The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.

CollectSources(Transform, int, NavMeshCollectGeometry, int, List<NavMeshBuildMarkup>, List<NavMeshBuildSource>)

Collects renderers or physics colliders, and terrains within a transform hierarchy.
public static void CollectSources(Transform root, int includedLayerMask, NavMeshCollectGeometry geometry, int defaultArea, List<NavMeshBuildMarkup> markups, List<NavMeshBuildSource> results)

Parameters

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.

Which type of geometry to collect - e.g. physics colliders.

defaultArea

Area type to assign to results, unless modified by NavMeshMarkup.

List of markups which allows finer control over how objects are collected.

List where results are stored, the list is cleared at the beginning of the call.

Remarks

For convenience, you can create a list of build sources directly from the current geometry.
The collection can be controlled in terms of layers, type of geometry and by collecting either by hierarchy or volume.