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:
@@ -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;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user