add voxel world runtime navmesh sidecar

Introduce a DI-wired NavMesh sidecar for voxel chunks so world streaming stays actor-driven and world state remains the canonical source for navigation rebuilds.
This commit is contained in:
Alexander Borisov
2026-04-08 11:28:39 +03:00
parent 4e1cf273fa
commit 055b87a85c
22 changed files with 1095 additions and 8 deletions
@@ -0,0 +1,16 @@
using System;
using UnityEngine;
namespace InfiniteWorld.VoxelWorld.NavMesh
{
[Serializable]
public sealed class VoxelWorldNavMeshConfig
{
[Min(0)] public int agentTypeId;
[Min(1)] public int navRegionSizeInChunks = 2;
[Min(1)] public int maxNavMeshBuildsPerFrame = 1;
[Min(0f)] public float navBoundsHorizontalPadding = 1f;
[Min(0f)] public float navBoundsVerticalPadding = 2f;
[Min(0)] public int navWarmupRadiusInRegions = 1;
}
}