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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Prefabs/Plank.prefab.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Prefabs/Plank.prefab.meta
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/README.md b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/README.md
new file mode 100644
index 00000000..d1c2bb1c
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@@ -0,0 +1,61 @@
+# Navigation Samples
+
+The Navigation Samples showcase various usages of the NavMesh. They contain eight samples:
+
+1. Multiple Agent Sizes: Demonstrates how a different radius on an agent type can change the way agents navigate through the same scene.
+
+2. Drop Plank: Demonstrates dynamically changing walkable paths by allowing the player to add walkable planks by pressing space.
+
+3. Free Orientation: Demonstrates a controllable agent that can walk on a tilted plane.
+
+4. Sliding Window Infinite: Demonstrates a controllable agent that can walk through a dynamically created world that gets updated to simulate infinity as the agent walks through it. The NavMesh is only built in some set bounds that follow the agent.
+
+5. Sliding Window Terrain: Demonstrates a controllable agent that can walk through a terrain for which the NavMesh is only generated within a set distance of the agent.
+
+6. Modify Mesh: Demonstrates agents walking aimlessly on planes whose mesh can be modified dynamically by the player.
+
+7. Dungeon: Demonstrates a controllable agent that can walk through a maze generated from pre-baked tiles that connect to each other at runtime. The link traversal animation can be modified with some presets (teleport, normal speed, parabola, curve).
+
+8. Height Mesh: Demonstrates two agents walking down stairs. The environment on the left uses `NavMeshSurface` with a Height Mesh which allows the agent to snap to each step in the stairs as it goes down. The environment on the right uses a `NavMeshSurface` with no Height Mesh; the agent simply slides down the stairs.
+
+Note that some of these samples require that the `Packages/manifest.json` file of your project [references](https://docs.unity3d.com/Manual/upm-manifestPrj.html) the following default modules:
+```
+"com.unity.modules.physics": "1.0.0",
+"com.unity.modules.terrain": "1.0.0",
+"com.unity.modules.terrainphysics": "1.0.0"
+```
+
+If the samples are being imported into a project that uses the Built-In Render Pipeline, you’ll also need to install ```com.unity.shadergraph```.
+
+# Introduction to NavMesh
+
+The Navigation package allows you to set up pathfinding AI in your Unity project. Two fundamental concepts of pathfinding are (1) agents and (2) world representation.
+
+1. An agent is a game entity that travels autonomously between two points in a scene. In Unity, a GameObject can be turned into a navigation agent by adding a `NavMeshAgent` component to it.
+
+2. World representation is what allows the pathfinding program of an agent to understand the traversable surfaces of a world. It is a simplification of a 3D world. In Unity, a traversable surface is represented as a mesh of polygons which we refer to as NavMesh.
+
+To convert some or all of the geometry in your scene into a surface that is traversable by an agent, you can use the `NavMeshSurface` component. However, you must also generate the data of the `NavMeshSurface` by using the `Bake` button in the Inspector. The process of baking is what actually creates a representation of the geometry in your scene that agents and their pathfinding program can understand.
+
+Whenever there are modifications done to the scene's geometry that can impact the navigation, the related `NavMeshSurface` component must be rebaked. The baking process is not done automatically because it can be a long process depending on the size and complexity of the input geometry. Note that baking cannot be done from the Inspector during Playmode.
+
+In order for an agent to move, it must know its destination. In Unity, the destination of a `NavMeshAgent` can be set through code with the `destination` property or the `SetDestination()` method. You can find an example of this in the `ClickToMove` script.
+
+For more information, refer to the [AI Navigation package manual](https://docs.unity3d.com/Packages/com.unity.ai.navigation@latest).
+
+# Agent Types
+
+The following agent types are created and used by the samples:
+
+ 1. Name: Humanoid for Navigation Sample
+ Radius: 0.5
+ Height: 2.0
+ Step Height: 0.75
+ Max Slope: 45
+
+
+ 2. Name: Ogre for Navigation Sample
+ Radius: 1.0
+ Height: 2.0
+ Step Height: 0.4
+ Max Slope: 36
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/2_drop_plank.unity b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/2_drop_plank.unity
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/5_sliding_window_terrain.unity.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/5_sliding_window_terrain.unity.meta
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/5_sliding_window_terrainSettings.lighting b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/5_sliding_window_terrainSettings.lighting
new file mode 100644
index 00000000..bf6bb70d
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/9_agent_cornering_control.unity.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scenes/9_agent_cornering_control.unity.meta
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new file mode 100644
index 00000000..a4c427be
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts.meta
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs
new file mode 100644
index 00000000..99e64d51
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs
@@ -0,0 +1,87 @@
+using UnityEngine;
+using UnityEngine.AI;
+using System.Collections;
+
+namespace Unity.AI.Navigation.Samples
+{
+ public enum OffMeshLinkMoveMethod
+ {
+ Teleport,
+ NormalSpeed,
+ Parabola,
+ Curve
+ }
+
+ ///
+ /// Move an agent when traversing a OffMeshLink given specific animated methods
+ ///
+ [RequireComponent(typeof(NavMeshAgent))]
+ public class AgentLinkMover : MonoBehaviour
+ {
+ public OffMeshLinkMoveMethod m_Method = OffMeshLinkMoveMethod.Parabola;
+ public AnimationCurve m_Curve = new AnimationCurve();
+
+ IEnumerator Start()
+ {
+ NavMeshAgent agent = GetComponent();
+ agent.autoTraverseOffMeshLink = false;
+ while (true)
+ {
+ if (agent.isOnOffMeshLink)
+ {
+ if (m_Method == OffMeshLinkMoveMethod.NormalSpeed)
+ yield return StartCoroutine(NormalSpeed(agent));
+ else if (m_Method == OffMeshLinkMoveMethod.Parabola)
+ yield return StartCoroutine(Parabola(agent, 2.0f, 0.5f));
+ else if (m_Method == OffMeshLinkMoveMethod.Curve)
+ yield return StartCoroutine(Curve(agent, 0.5f));
+ agent.CompleteOffMeshLink();
+ }
+
+ yield return null;
+ }
+ }
+
+ IEnumerator NormalSpeed(NavMeshAgent agent)
+ {
+ OffMeshLinkData data = agent.currentOffMeshLinkData;
+ Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
+ while (agent.transform.position != endPos)
+ {
+ agent.transform.position =
+ Vector3.MoveTowards(agent.transform.position, endPos, agent.speed * Time.deltaTime);
+ yield return null;
+ }
+ }
+
+ IEnumerator Parabola(NavMeshAgent agent, float height, float duration)
+ {
+ OffMeshLinkData data = agent.currentOffMeshLinkData;
+ Vector3 startPos = agent.transform.position;
+ Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
+ float normalizedTime = 0.0f;
+ while (normalizedTime < 1.0f)
+ {
+ float yOffset = height * 4.0f * (normalizedTime - normalizedTime * normalizedTime);
+ agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
+ normalizedTime += Time.deltaTime / duration;
+ yield return null;
+ }
+ }
+
+ IEnumerator Curve(NavMeshAgent agent, float duration)
+ {
+ OffMeshLinkData data = agent.currentOffMeshLinkData;
+ Vector3 startPos = agent.transform.position;
+ Vector3 endPos = data.endPos + Vector3.up * agent.baseOffset;
+ float normalizedTime = 0.0f;
+ while (normalizedTime < 1.0f)
+ {
+ float yOffset = m_Curve.Evaluate(normalizedTime);
+ agent.transform.position = Vector3.Lerp(startPos, endPos, normalizedTime) + yOffset * Vector3.up;
+ normalizedTime += Time.deltaTime / duration;
+ yield return null;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs.meta
new file mode 100644
index 00000000..f1c6f3f6
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@@ -0,0 +1,12 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentSpeedController.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentSpeedController.cs
new file mode 100644
index 00000000..7266bacd
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentSpeedController.cs
@@ -0,0 +1,64 @@
+using System;
+using UnityEngine;
+using UnityEngine.AI;
+using UnityEngine.Serialization;
+
+public class AgentSpeedController : MonoBehaviour
+{
+ private NavMeshAgent m_Agent;
+ private Vector3[] m_PathCorners = new Vector3[3];
+
+ [SerializeField] private Transform m_Target;
+
+ private float MaxSpeedInStraightLine = 5.0f;
+ [SerializeField] private float MaxSpeedAtTightCorner = 0.1f;
+ [SerializeField] private float DistanceThreshold = 0.5f;
+
+ void OnEnable()
+ {
+ if (m_Agent == null)
+ m_Agent = GetComponent();
+
+ if (m_Agent != null)
+ {
+ m_Agent.SetDestination(m_Target.position);
+ MaxSpeedInStraightLine = m_Agent.speed;
+ }
+ }
+
+ void Update()
+ {
+ if (m_Agent == null)
+ return;
+
+ int numCorners = m_Agent.path.GetCornersNonAlloc(m_PathCorners);
+
+ if (numCorners > 2)
+ {
+ // m_PathCorners[0] is the agent position path so find the angle of the next corner.
+ Vector3 first = (m_PathCorners[1] - m_PathCorners[0]).normalized;
+ Vector3 second = (m_PathCorners[2] - m_PathCorners[1]).normalized;
+
+ // A 90 degree turn requires the biggest reduction in speed.
+ float speedFactor = Mathf.Clamp01(Vector3.Dot(first, second));
+
+ // Only apply speed reduction based on angle if distance to next corner is less than DistanceThreshold.
+ float distance = Vector3.Distance(m_PathCorners[0], m_PathCorners[1]);
+ float distanceRatio = Mathf.Clamp01(distance / DistanceThreshold);
+
+ // Pick a new max speed based on the upcoming turn.
+ float angleMaxSpeed = Mathf.Lerp(MaxSpeedAtTightCorner, MaxSpeedInStraightLine, speedFactor);
+
+ m_Agent.speed = Mathf.Lerp(angleMaxSpeed, MaxSpeedInStraightLine, distanceRatio);
+ }
+ else
+ {
+ m_Agent.speed = MaxSpeedInStraightLine;
+ }
+ }
+
+ private void OnValidate()
+ {
+ MaxSpeedAtTightCorner = Mathf.Clamp(MaxSpeedAtTightCorner, 0.0f, MaxSpeedInStraightLine);
+ }
+}
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentSpeedController.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentSpeedController.cs.meta
new file mode 100644
index 00000000..29a4acb3
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentSpeedController.cs.meta
@@ -0,0 +1,2 @@
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\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs
new file mode 100644
index 00000000..18276e50
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs
@@ -0,0 +1,30 @@
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Use physics raycast hit from mouse click to set agent destination
+ ///
+ [RequireComponent(typeof(NavMeshAgent))]
+ public class ClickToMove : MonoBehaviour
+ {
+ NavMeshAgent m_Agent;
+ RaycastHit m_HitInfo = new RaycastHit();
+
+ void Start()
+ {
+ m_Agent = GetComponent();
+ }
+
+ void Update()
+ {
+ if (Input.GetMouseButtonDown(0) && !Input.GetKey(KeyCode.LeftShift))
+ {
+ var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
+ if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo))
+ m_Agent.destination = m_HitInfo.point;
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs.meta
new file mode 100644
index 00000000..c696eea4
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ClickToMove.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Despawner.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Despawner.cs
new file mode 100644
index 00000000..fdeec335
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Despawner.cs
@@ -0,0 +1,17 @@
+using System;
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Destroy GameObjects upon collision
+ ///
+ [RequireComponent(typeof(Collider))]
+ public class Despawner : MonoBehaviour
+ {
+ void OnCollisionEnter(Collision collision)
+ {
+ Destroy(collision.gameObject);
+ }
+ }
+}
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Despawner.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Despawner.cs.meta
new file mode 100644
index 00000000..f4448e34
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Despawner.cs.meta
@@ -0,0 +1,11 @@
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+guid: d3be0b2e79a40424c88b51776d94b8a5
+MonoImporter:
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs
new file mode 100644
index 00000000..3fae5a80
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs
@@ -0,0 +1,18 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Destroy owning GameObject if any collider with a specific tag is trespassing
+ ///
+ public class DestroyOnTrigger : MonoBehaviour
+ {
+ public string m_Tag = "Player";
+
+ void OnTriggerEnter(Collider other)
+ {
+ if (other.gameObject.tag == m_Tag)
+ Destroy(gameObject);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs.meta
new file mode 100644
index 00000000..bc7658eb
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DestroyOnTrigger.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs
new file mode 100644
index 00000000..63abbec5
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs
@@ -0,0 +1,56 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Initialize dungeon tiles with a specified width and height
+ ///
+ [DefaultExecutionOrder(-200)]
+ public class DungeonManager : MonoBehaviour
+ {
+ public int m_Width = 10;
+ public int m_Height = 10;
+ public float m_Spacing = 4.0f;
+ public GameObject[] m_Tiles = new GameObject[16];
+
+ void Awake()
+ {
+ Random.InitState(23431);
+ var map = new int[m_Width * m_Height];
+ for (int y = 0; y < m_Height; y++)
+ {
+ for (int x = 0; x < m_Width; x++)
+ {
+ bool px = false;
+ bool py = false;
+ if (x > 0)
+ px = (map[(x - 1) + y * m_Width] & 1) != 0;
+ if (y > 0)
+ py = (map[x + (y - 1) * m_Width] & 2) != 0;
+
+ int tile = 0;
+ if (px)
+ tile |= 4;
+ if (py)
+ tile |= 8;
+ if (x + 1 < m_Width && Random.value > 0.5f)
+ tile |= 1;
+ if (y + 1 < m_Height && Random.value > 0.5f)
+ tile |= 2;
+
+ map[x + y * m_Width] = tile;
+ }
+ }
+
+ for (int y = 0; y < m_Height; y++)
+ {
+ for (int x = 0; x < m_Width; x++)
+ {
+ var pos = new Vector3(x * m_Spacing, 0, y * m_Spacing);
+ if (m_Tiles[map[x + y * m_Width]] != null)
+ Instantiate(m_Tiles[map[x + y * m_Width]], pos, Quaternion.identity, transform);
+ }
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs.meta
new file mode 100644
index 00000000..e19f507b
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DungeonManager.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c56d911659e3c4b499e11b47a73a4dbb
+timeCreated: 1430743428
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DynamicNavMeshObject.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DynamicNavMeshObject.cs
new file mode 100644
index 00000000..d578a956
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DynamicNavMeshObject.cs
@@ -0,0 +1,38 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Component for moving GameObjects within a NavMesh.
+ /// Requests a NavMesh update whenever its owning GameObject has stopped moving.
+ ///
+ [RequireComponent(typeof(Rigidbody))]
+ [RequireComponent(typeof(NavMeshModifier))]
+ public class DynamicNavMeshObject : MonoBehaviour
+ {
+ Rigidbody m_Rigidbody;
+ NavMeshModifier m_NavMeshModifier;
+ bool m_WasMoving;
+
+ void Start()
+ {
+ m_Rigidbody = GetComponent();
+ m_NavMeshModifier = GetComponent();
+ m_NavMeshModifier.enabled = true;
+ m_WasMoving = !m_Rigidbody.IsSleeping();
+ }
+
+ void Update()
+ {
+ bool isMoving = !m_Rigidbody.IsSleeping() && m_Rigidbody.linearVelocity.sqrMagnitude > 0.1f;
+
+ if ((m_WasMoving && !isMoving) || (!m_WasMoving && isMoving))
+ {
+ m_NavMeshModifier.ignoreFromBuild = isMoving;
+ GloballyUpdatedNavMeshSurface.RequestNavMeshUpdate();
+ }
+
+ m_WasMoving = isMoving;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DynamicNavMeshObject.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DynamicNavMeshObject.cs.meta
new file mode 100644
index 00000000..feb718e3
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/DynamicNavMeshObject.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: ac596217843ab3647b721eacaea9c581
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs
new file mode 100644
index 00000000..34a64dad
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs
@@ -0,0 +1,31 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Enables a behaviour when a rigidbody settles movement
+ /// otherwise disables the behaviour
+ ///
+ public class EnableIffSleeping : MonoBehaviour
+ {
+ public Behaviour m_Behaviour;
+ Rigidbody m_Rigidbody;
+
+ void Start()
+ {
+ m_Rigidbody = GetComponent();
+ }
+
+ void Update()
+ {
+ if (m_Rigidbody == null || m_Behaviour == null)
+ return;
+
+ if (m_Rigidbody.IsSleeping() && !m_Behaviour.enabled)
+ m_Behaviour.enabled = true;
+
+ if (!m_Rigidbody.IsSleeping() && m_Behaviour.enabled)
+ m_Behaviour.enabled = false;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs.meta
new file mode 100644
index 00000000..cdb3e526
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/EnableIffSleeping.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: c56046daca8eb46f3af030c05f030e37
+timeCreated: 1431001396
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs
new file mode 100644
index 00000000..3c01586b
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs
@@ -0,0 +1,64 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Manipulating the camera with standard inputs
+ ///
+ public class FreeCam : MonoBehaviour
+ {
+ public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
+ public RotationAxes axes = RotationAxes.MouseXAndY;
+ public float sensitivityX = 15F;
+ public float sensitivityY = 15F;
+
+ public float minimumX = -360F;
+ public float maximumX = 360F;
+
+ public float minimumY = -60F;
+ public float maximumY = 60F;
+
+ public float moveSpeed = 1.0f;
+
+ public bool lockHeight = false;
+
+ float rotationY = 0F;
+
+ void Update()
+ {
+ if (axes == RotationAxes.MouseXAndY)
+ {
+ float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
+
+ rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
+ rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
+
+ transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0);
+ }
+ else if (axes == RotationAxes.MouseX)
+ {
+ transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
+ }
+ else
+ {
+ rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
+ rotationY = Mathf.Clamp(rotationY, minimumY, maximumY);
+
+ transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
+ }
+
+ var xAxisValue = Input.GetAxis("Horizontal");
+ var zAxisValue = Input.GetAxis("Vertical");
+ if (lockHeight)
+ {
+ var dir = transform.TransformDirection(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);
+ dir.y = 0.0f;
+ transform.position += dir;
+ }
+ else
+ {
+ transform.Translate(new Vector3(xAxisValue, 0.0f, zAxisValue) * moveSpeed);
+ }
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs.meta
new file mode 100644
index 00000000..7a5054e5
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/FreeCam.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: b6c30eb361e754b75ac25325c5d024bd
+timeCreated: 1430921534
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/GloballyUpdatedNavMeshSurface.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/GloballyUpdatedNavMeshSurface.cs
new file mode 100644
index 00000000..aa43ed67
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/GloballyUpdatedNavMeshSurface.cs
@@ -0,0 +1,37 @@
+using System;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// NavMeshSurface that updates only once per frame upon request
+ ///
+ [RequireComponent(typeof(NavMeshSurface))]
+ public class GloballyUpdatedNavMeshSurface : MonoBehaviour
+ {
+ static bool s_NeedsNavMeshUpdate;
+
+ NavMeshSurface m_Surface;
+
+ public static void RequestNavMeshUpdate()
+ {
+ s_NeedsNavMeshUpdate = true;
+ }
+
+ void Start()
+ {
+ m_Surface = GetComponent();
+ m_Surface.BuildNavMesh();
+ }
+
+ void Update()
+ {
+ if (s_NeedsNavMeshUpdate)
+ {
+ m_Surface.UpdateNavMesh(m_Surface.navMeshData);
+ s_NeedsNavMeshUpdate = false;
+ }
+ }
+ }
+}
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/GloballyUpdatedNavMeshSurface.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/GloballyUpdatedNavMeshSurface.cs.meta
new file mode 100644
index 00000000..1c327f75
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/GloballyUpdatedNavMeshSurface.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: f48d3001ccdce69418119f74f39f090d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs
new file mode 100644
index 00000000..4de7aa7c
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs
@@ -0,0 +1,118 @@
+using UnityEngine;
+using System.Collections.Generic;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Manipulation tool for displacing the vertices in a list of meshes
+ ///
+ [DefaultExecutionOrder(-101)]
+ public class MeshTool : MonoBehaviour
+ {
+ NavMeshSurface m_Surface;
+
+ public enum ExtrudeMethod
+ {
+ Vertical,
+ MeshNormal
+ }
+
+ public List m_Filters = new List();
+ public float m_Radius = 1.5f;
+ public float m_Power = 2.0f;
+ public ExtrudeMethod m_Method = ExtrudeMethod.Vertical;
+
+ RaycastHit m_HitInfo = new RaycastHit();
+ AsyncOperation m_LastNavMeshUpdate;
+
+ void OnEnable()
+ {
+ Cursor.lockState = CursorLockMode.Locked;
+ Cursor.visible = false;
+
+ m_Surface = GetComponent();
+ if (m_Surface != null)
+ {
+ m_Surface.BuildNavMesh();
+ m_LastNavMeshUpdate = m_Surface.UpdateNavMesh(m_Surface.navMeshData);
+ }
+ }
+
+ void Update()
+ {
+ var ray = new Ray(Camera.main.transform.position, Camera.main.transform.forward);
+ if (Physics.Raycast(ray.origin, ray.direction, out m_HitInfo))
+ {
+ Debug.DrawRay(m_HitInfo.point, m_HitInfo.normal, Color.red);
+ Vector3 displacement = (m_Method == ExtrudeMethod.Vertical) ? Vector3.up : m_HitInfo.normal;
+
+ if (Input.GetMouseButton(0) || (Input.GetKey(KeyCode.Space) && !Input.GetKey(KeyCode.LeftShift)))
+ {
+ ModifyMesh(m_Power * displacement, m_HitInfo.point);
+ if (m_Surface != null)
+ {
+ if (m_LastNavMeshUpdate.isDone)
+ m_LastNavMeshUpdate = m_Surface.UpdateNavMesh(m_Surface.navMeshData);
+ }
+
+ }
+ else if (Input.GetMouseButton(1) || (Input.GetKey(KeyCode.Space) && Input.GetKey(KeyCode.LeftShift)))
+ {
+ ModifyMesh(-m_Power * displacement, m_HitInfo.point);
+ if (m_Surface != null)
+ {
+ if (m_LastNavMeshUpdate.isDone)
+ m_LastNavMeshUpdate = m_Surface.UpdateNavMesh(m_Surface.navMeshData);
+ }
+ }
+ else if (Input.GetMouseButtonUp(0) || Input.GetMouseButtonUp(1) || Input.GetKeyUp(KeyCode.Space))
+ {
+ if (m_Surface != null)
+ {
+ if (!m_LastNavMeshUpdate.isDone)
+ NavMeshBuilder.Cancel(m_Surface.navMeshData);
+
+ m_LastNavMeshUpdate = m_Surface.UpdateNavMesh(m_Surface.navMeshData);
+ }
+ }
+ }
+ }
+
+ void ModifyMesh(Vector3 displacement, Vector3 center)
+ {
+ foreach (var filter in m_Filters)
+ {
+ Mesh mesh = filter.mesh;
+ Vector3[] vertices = mesh.vertices;
+
+ for (int i = 0; i < vertices.Length; ++i)
+ {
+ Vector3 v = filter.transform.TransformPoint(vertices[i]);
+ vertices[i] = vertices[i] + displacement * Gaussian(v, center, m_Radius);
+ }
+
+ mesh.vertices = vertices;
+ mesh.RecalculateBounds();
+
+ var col = filter.GetComponent();
+ if (col != null)
+ {
+ var colliMesh = new Mesh();
+ colliMesh.vertices = mesh.vertices;
+ colliMesh.triangles = mesh.triangles;
+ col.sharedMesh = colliMesh;
+ }
+ }
+ }
+
+ static float Gaussian(Vector3 pos, Vector3 mean, float dev)
+ {
+ float x = pos.x - mean.x;
+ float y = pos.y - mean.y;
+ float z = pos.z - mean.z;
+ float n = 1.0f / (2.0f * Mathf.PI * dev * dev);
+ return n * Mathf.Pow(2.718281828f, -(x * x + y * y + z * z) / (2.0f * dev * dev));
+ }
+ }
+}
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs.meta
new file mode 100644
index 00000000..44a85f66
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/MeshTool.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 9d5a3e609186342b2a976cd32fd7d0f0
+timeCreated: 1430920188
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavMeshSurfaceVolumeUpdater.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavMeshSurfaceVolumeUpdater.cs
new file mode 100644
index 00000000..6e41167d
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavMeshSurfaceVolumeUpdater.cs
@@ -0,0 +1,72 @@
+using System;
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Update a NavMeshSurface with Volume object collection
+ ///
+ [DefaultExecutionOrder(-102)]
+ public class NavMeshSurfaceVolumeUpdater : MonoBehaviour
+ {
+ [SerializeField]
+ NavMeshAgent trackedAgent;
+
+ NavMeshSurface m_Surface;
+ Vector3 m_VolumeSize;
+
+ void Awake()
+ {
+ m_Surface = GetComponent();
+ }
+
+ void OnEnable()
+ {
+ m_VolumeSize = m_Surface.size;
+ m_Surface.center = QuantizedCenter();
+ m_Surface.BuildNavMesh();
+ }
+
+ void Update()
+ {
+ UpdateNavMeshOnCenterOrSizeChange();
+ }
+
+ void UpdateNavMeshOnCenterOrSizeChange()
+ {
+ var updatedCenter = QuantizedCenter();
+ var updateNavMesh = false;
+
+ if (m_Surface.center != updatedCenter)
+ {
+ m_Surface.center = updatedCenter;
+ updateNavMesh = true;
+ }
+
+ if (m_Surface.size != m_VolumeSize)
+ {
+ m_VolumeSize = m_Surface.size;
+ updateNavMesh = true;
+ }
+
+ if (updateNavMesh)
+ m_Surface.UpdateNavMesh(m_Surface.navMeshData);
+ }
+
+ static Vector3 Quantize(Vector3 v, Vector3 quant)
+ {
+ float x = quant.x * Mathf.Floor(v.x / quant.x);
+ float y = quant.y * Mathf.Floor(v.y / quant.y);
+ float z = quant.z * Mathf.Floor(v.z / quant.z);
+ return new Vector3(x, y, z);
+ }
+
+ Vector3 QuantizedCenter()
+ {
+ // Quantize the center position to update only when there's a 10% change in position relative to size
+ var center = trackedAgent.transform.position;
+ return Quantize(center, 0.1f * m_Surface.size);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavMeshSurfaceVolumeUpdater.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavMeshSurfaceVolumeUpdater.cs.meta
new file mode 100644
index 00000000..788b79c8
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavMeshSurfaceVolumeUpdater.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 115dfe7b0938447cbbf9507076f54049
+timeCreated: 1454852118
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavigationLoop.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavigationLoop.cs
new file mode 100644
index 00000000..8a852608
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavigationLoop.cs
@@ -0,0 +1,31 @@
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Use physics raycast hit from mouse click to set agent destination
+ ///
+ [RequireComponent(typeof(NavMeshAgent))]
+ public class NavigationLoop : MonoBehaviour
+ {
+ NavMeshAgent m_Agent;
+ public Transform[] goals = new Transform[3];
+ private int m_NextGoal = 1;
+
+ void Start()
+ {
+ m_Agent = GetComponent();
+ }
+
+ void Update()
+ {
+ float distance = Vector3.Distance(m_Agent.transform.position, goals[m_NextGoal].position);
+ if (distance < 0.5f)
+ {
+ m_NextGoal = m_NextGoal != 2 ? m_NextGoal + 1 : 0;
+ }
+ m_Agent.destination = goals[m_NextGoal].position;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavigationLoop.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavigationLoop.cs.meta
new file mode 100644
index 00000000..cb2b7b6b
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/NavigationLoop.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7e11f36a144a248cbacbea0c8cf7803e
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs
new file mode 100644
index 00000000..873b0b46
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs
@@ -0,0 +1,26 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Makes a transform oscillate relative to its start position
+ ///
+ public class Oscillator : MonoBehaviour
+ {
+ public float m_Amplitude = 1.0f;
+ public float m_Period = 1.0f;
+ public Vector3 m_Direction = Vector3.up;
+ Vector3 m_StartPosition;
+
+ void Start()
+ {
+ m_StartPosition = transform.position;
+ }
+
+ void Update()
+ {
+ var pos = m_StartPosition + m_Direction * m_Amplitude * Mathf.Sin(2.0f * Mathf.PI * Time.time / m_Period);
+ transform.position = pos;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs.meta
new file mode 100644
index 00000000..59d152e6
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/Oscillator.cs.meta
@@ -0,0 +1,12 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities.meta
new file mode 100644
index 00000000..2fcaeb5f
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@@ -0,0 +1,8 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor.meta
new file mode 100644
index 00000000..f20938d2
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+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleProjectSettingsGenerator.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleProjectSettingsGenerator.cs
new file mode 100644
index 00000000..88c9e880
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleProjectSettingsGenerator.cs
@@ -0,0 +1,192 @@
+using UnityEditor;
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples.Editor
+{
+ ///
+ /// This class creates (if missing) or resets (after reimporting the samples) the agent types used by the samples.
+ /// It is in no way necessary for using the Navigation package and is only used for the correct functioning of the samples.
+ ///
+ public static class NavigationSampleProjectSettingsGenerator
+ {
+ const string k_NavMeshSettingsPath = "ProjectSettings/NavMeshAreas.asset";
+
+ const float k_DefaultAgentRadius = 0.5f;
+ const float k_DefaultAgentHeight = 2.0f;
+ const float k_DefaultAgentClimb = 0.4f;
+ const float k_DefaultAgentSlope = 45.0f;
+
+ const string k_HumanoidAgentTypeName = "Humanoid for Navigation Sample";
+ const int k_HumanoidAgentTypeID = 1;
+ const float k_HumanoidAgentClimb = 0.75f;
+
+ const string k_OgreAgentTypeName = "Ogre for Navigation Sample";
+ const int k_OgreAgentTypeID = 2;
+ const float k_OgreAgentRadius = 1.0f;
+ const float k_OgreAgentSlope = 36.0f;
+
+ static SerializedObject s_NavMeshParameters;
+ static SerializedProperty s_AgentsSettings;
+ static SerializedProperty s_SettingNames;
+
+ public static void GenerateAllProjectSettings(NavigationSampleSettingsState settingsState)
+ {
+ s_NavMeshParameters = new SerializedObject(AssetDatabase.LoadAllAssetsAtPath(k_NavMeshSettingsPath)[0]);
+
+ s_AgentsSettings = s_NavMeshParameters.FindProperty("m_Settings");
+ s_SettingNames = s_NavMeshParameters.FindProperty("m_SettingNames");
+
+ var hasInitializedOnProjectLoad = settingsState.generated;
+
+ GenerateProjectSettings(k_HumanoidAgentTypeName, k_HumanoidAgentTypeID, CreateHumanoidAgentSettings, hasInitializedOnProjectLoad);
+ GenerateProjectSettings(k_OgreAgentTypeName, k_OgreAgentTypeID, CreateOgreAgentSettings, hasInitializedOnProjectLoad);
+ s_NavMeshParameters.ApplyModifiedProperties();
+ settingsState.generated = true;
+
+ AssetDatabase.Refresh();
+ }
+
+ static void GenerateProjectSettings(string agentTypeName, int agentTypeID, CreateAgentSettings createAgentSettings, bool hasInitializedOnProjectLoad)
+ {
+ var agentProperty = GetSerializedSettingsByID(agentTypeID, out var index);
+ if (index < 0)
+ {
+ // Create new settings
+ var agentSettings = createAgentSettings();
+ agentSettings.agentTypeID = agentTypeID;
+ AddAgentSettings(agentSettings, agentTypeName, agentTypeID);
+ }
+ else
+ {
+ if (!HasSettingsNameAtIndex(index, agentTypeName))
+ {
+ // Don't update the settings
+ var settingsName = s_SettingNames.GetArrayElementAtIndex(index).stringValue;
+ if (!IsAgentTypeSetWithDefaultValues(index, agentTypeID))
+ {
+ Debug.LogWarning($"The agent type {agentTypeName} used in the Navigation Samples could not be created. The agent type {settingsName} will be used instead. {settingsName} does not have the expected values for {agentTypeName}. The expected values for {agentTypeName} are written in the README.md file of the samples. The values of agent types are updatable in the Agents tab of the AI > Navigation window.");
+ }
+ }
+ else if (!hasInitializedOnProjectLoad && !IsAgentTypeSetWithDefaultValues(index, agentTypeID))
+ {
+ // Update existing settings to default values
+ var radius = agentProperty.FindPropertyRelative("agentRadius").floatValue;
+ var height = agentProperty.FindPropertyRelative("agentHeight").floatValue;
+ var climb = agentProperty.FindPropertyRelative("agentClimb").floatValue;
+ var slope = agentProperty.FindPropertyRelative("agentSlope").floatValue;
+
+ var tempAgentSettings = createAgentSettings();
+ UpdateSettings(agentProperty, tempAgentSettings);
+ NavMesh.RemoveSettings(tempAgentSettings.agentTypeID);
+
+ Debug.Log($"Navigation Samples reimport detected. The agent type {agentTypeName} has been reset to its default values. Its values before the reset were: Radius = {radius}, Height = {height}, Step height = {climb} and Max Slope = {slope}.");
+ }
+ }
+ }
+
+ static bool IsAgentTypeSetWithDefaultValues(int index, int agentTypeID)
+ {
+ var agentTypeSettings = s_AgentsSettings.GetArrayElementAtIndex(index);
+ var radius = agentTypeSettings.FindPropertyRelative("agentRadius").floatValue;
+ var height = agentTypeSettings.FindPropertyRelative("agentHeight").floatValue;
+ var climb = agentTypeSettings.FindPropertyRelative("agentClimb").floatValue;
+ var slope = agentTypeSettings.FindPropertyRelative("agentSlope").floatValue;
+
+ var result = false;
+ switch (agentTypeID)
+ {
+ case k_HumanoidAgentTypeID:
+ result = radius == k_DefaultAgentRadius && height == k_DefaultAgentHeight && climb == k_HumanoidAgentClimb && slope == k_DefaultAgentSlope;
+ break;
+ case k_OgreAgentTypeID:
+ result = radius == k_OgreAgentRadius && height == k_DefaultAgentHeight && climb == k_DefaultAgentClimb && slope == k_OgreAgentSlope;
+ break;
+ }
+
+ return result;
+ }
+
+ delegate NavMeshBuildSettings CreateAgentSettings();
+
+ static NavMeshBuildSettings CreateHumanoidAgentSettings()
+ {
+ var humanoidAgentSettings = NavMesh.CreateSettings();
+ humanoidAgentSettings.agentRadius = k_DefaultAgentRadius;
+ humanoidAgentSettings.agentHeight = k_DefaultAgentHeight;
+ humanoidAgentSettings.agentClimb = k_HumanoidAgentClimb;
+ humanoidAgentSettings.agentSlope = k_DefaultAgentSlope;
+
+ return humanoidAgentSettings;
+ }
+
+ static NavMeshBuildSettings CreateOgreAgentSettings()
+ {
+ var ogreAgentSettings = NavMesh.CreateSettings();
+ ogreAgentSettings.agentRadius = k_OgreAgentRadius;
+ ogreAgentSettings.agentHeight = k_DefaultAgentHeight;
+ ogreAgentSettings.agentClimb = k_DefaultAgentClimb;
+ ogreAgentSettings.agentSlope = k_OgreAgentSlope;
+
+ return ogreAgentSettings;
+ }
+
+ static SerializedProperty GetSerializedSettingsByID(int agentTypeID, out int index)
+ {
+ index = -1;
+ SerializedProperty settings = null;
+ for (var i = 0; i < s_AgentsSettings.arraySize; i++)
+ {
+ if (s_AgentsSettings.GetArrayElementAtIndex(i).FindPropertyRelative("agentTypeID").intValue == agentTypeID)
+ {
+ index = i;
+ settings = s_AgentsSettings.GetArrayElementAtIndex(i);
+ break;
+ }
+ }
+
+ return settings;
+ }
+
+ static bool HasSettingsNameAtIndex(int index, string agentTypeName)
+ {
+ return s_SettingNames.GetArrayElementAtIndex(index).stringValue.Equals(agentTypeName);
+ }
+
+ static void AddAgentSettings(NavMeshBuildSettings agentSettings, string agentTypeName, int agentTypeID)
+ {
+ var nbNames = s_SettingNames.arraySize;
+ s_SettingNames.InsertArrayElementAtIndex(nbNames);
+ var newName = s_SettingNames.GetArrayElementAtIndex(nbNames);
+ newName.stringValue = agentTypeName;
+
+ var nbAgents = s_AgentsSettings.arraySize;
+ s_AgentsSettings.InsertArrayElementAtIndex(nbAgents);
+ var addedAgentType = s_AgentsSettings.GetArrayElementAtIndex(nbAgents);
+
+ UpdateSettings(addedAgentType, agentSettings);
+
+ SetAgentPropertyValue(addedAgentType, "agentTypeID", agentTypeID);
+ }
+
+ static void UpdateSettings(SerializedProperty agentToUpdate, NavMeshBuildSettings newSettings)
+ {
+ SetAgentPropertyValue(agentToUpdate, "agentRadius", newSettings.agentRadius);
+ SetAgentPropertyValue(agentToUpdate, "agentHeight", newSettings.agentHeight);
+ SetAgentPropertyValue(agentToUpdate, "agentClimb", newSettings.agentClimb);
+ SetAgentPropertyValue(agentToUpdate, "agentSlope", newSettings.agentSlope);
+ }
+
+ static void SetAgentPropertyValue(SerializedProperty agent, string propertyName, int value)
+ {
+ var property = agent.FindPropertyRelative(propertyName);
+ property.intValue = value;
+ }
+
+ static void SetAgentPropertyValue(SerializedProperty agent, string propertyName, float value)
+ {
+ var property = agent.FindPropertyRelative(propertyName);
+ property.floatValue = value;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleProjectSettingsGenerator.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleProjectSettingsGenerator.cs.meta
new file mode 100644
index 00000000..7f848ad6
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleProjectSettingsGenerator.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 7eeb774ee02ee2e4eb6e3387169f1ada
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleSettingsState.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleSettingsState.cs
new file mode 100644
index 00000000..b8b2b339
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleSettingsState.cs
@@ -0,0 +1,20 @@
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples.Editor
+{
+ ///
+ /// This ScriptableObject is used by the NavigationSampleProjectSettingsGenerator to check whether the generation of agent types for the samples has already been done.
+ /// It is in no way necessary for using the Navigation package and is only used for the correct functioning of the samples.
+ ///
+ public class NavigationSampleSettingsState : ScriptableObject
+ {
+ [SerializeField]
+ bool hasGeneratedSettings;
+
+ public bool generated
+ {
+ get => hasGeneratedSettings;
+ set => hasGeneratedSettings = value;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleSettingsState.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleSettingsState.cs.meta
new file mode 100644
index 00000000..48f53403
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/NavigationSampleSettingsState.cs.meta
@@ -0,0 +1,3 @@
+fileFormatVersion: 2
+guid: 299341368f0a4ce5beba0c07f7bb5bbb
+timeCreated: 1655319459
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/Unity.AI.Navigation.Samples.Initialization.Editor.asmdef b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/Unity.AI.Navigation.Samples.Initialization.Editor.asmdef
new file mode 100644
index 00000000..3601962f
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/Unity.AI.Navigation.Samples.Initialization.Editor.asmdef
@@ -0,0 +1,16 @@
+{
+ "name": "Unity.AI.Navigation.Samples.Initialization.Editor",
+ "rootNamespace": "",
+ "references": [],
+ "includePlatforms": [
+ "Editor"
+ ],
+ "excludePlatforms": [],
+ "allowUnsafeCode": false,
+ "overrideReferences": false,
+ "precompiledReferences": [],
+ "autoReferenced": true,
+ "defineConstraints": [],
+ "versionDefines": [],
+ "noEngineReferences": false
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/Unity.AI.Navigation.Samples.Initialization.Editor.asmdef.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/Unity.AI.Navigation.Samples.Initialization.Editor.asmdef.meta
new file mode 100644
index 00000000..00d00966
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor/Unity.AI.Navigation.Samples.Initialization.Editor.asmdef.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 1dcde1c83efa6e14e8e75ed67addeba3
+AssemblyDefinitionImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/NavigationSampleInitializer.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/NavigationSampleInitializer.cs
new file mode 100644
index 00000000..0d0efddd
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/NavigationSampleInitializer.cs
@@ -0,0 +1,40 @@
+using System;
+#if UNITY_EDITOR
+using Unity.AI.Navigation.Samples.Editor;
+using UnityEditor.SceneManagement;
+#endif
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// The Navigation samples use a couple of custom agent types.
+ /// This class calls the NavigationSampleProjectSettingsGenerator to ensure that these agent types do exist within your Unity project.
+ /// It is in no way necessary for using the Navigation package and is only used for the correct functioning of the samples.
+ ///
+ [ExecuteAlways]
+ public class NavigationSampleInitializer : MonoBehaviour
+ {
+#if UNITY_EDITOR
+ [SerializeField]
+ NavigationSampleSettingsState settingsState;
+
+ void Start()
+ {
+ if (!Application.isPlaying)
+ {
+ NavigationSampleProjectSettingsGenerator.GenerateAllProjectSettings(settingsState);
+
+ DestroyGameObjectAndSave(gameObject);
+ }
+ }
+
+ static void DestroyGameObjectAndSave(GameObject gameObject)
+ {
+ var scene = gameObject.scene;
+ DestroyImmediate(gameObject);
+ EditorSceneManager.SaveScene(scene);
+ }
+#endif
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/NavigationSampleInitializer.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/NavigationSampleInitializer.cs.meta
new file mode 100644
index 00000000..7ab7e240
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/NavigationSampleInitializer.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 4b4f798af8320134f8549651d7ea621a
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs
new file mode 100644
index 00000000..734532c3
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs
@@ -0,0 +1,143 @@
+using System.Collections;
+using UnityEngine;
+using System.Collections.Generic;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Fill 5x5 tiles around the local position procedurally by instantiating prefabs at random positions/orientations
+ ///
+ [DefaultExecutionOrder(-200)]
+ public class RandomInstancing : MonoBehaviour
+ {
+ public GameObject m_Prefab;
+ public int m_PoolSize = 250;
+ public int m_InstancesPerTile = 10;
+ public bool m_RandomPosition = true;
+ public bool m_RandomOrientation = true;
+ public float m_Height;
+
+ public int m_BaseHash = 347652783;
+ public float m_Size = 100.0f;
+
+ [SerializeField]
+ Transform parent;
+ [SerializeField]
+ NavMeshAgent trackedAgent;
+
+ List m_Instances = new List();
+ int m_Used;
+ int m_LocX, m_LocZ;
+
+ void Awake()
+ {
+ for (int i = 0; i < m_PoolSize; ++i)
+ {
+ var go = Instantiate(m_Prefab, Vector3.zero, Quaternion.identity, parent) as GameObject;
+ go.SetActive(false);
+ m_Instances.Add(go.transform);
+ }
+ }
+
+ void OnEnable()
+ {
+ m_LocX = ~0;
+ m_LocZ = ~0;
+ UpdateInstances();
+ }
+
+ void OnDestroy()
+ {
+ for (int i = 0; i < m_Instances.Count; ++i)
+ {
+ if (m_Instances[i])
+ Destroy(m_Instances[i].gameObject);
+ }
+ m_Instances.Clear();
+ }
+
+ void Update()
+ {
+ if (trackedAgent.remainingDistance > 0.1f)
+ {
+ UpdateInstances();
+ }
+ }
+
+ void UpdateInstances()
+ {
+ var x = (int)Mathf.Floor(transform.position.x / m_Size);
+ var z = (int)Mathf.Floor(transform.position.z / m_Size);
+ if (x == m_LocX && z == m_LocZ)
+ return;
+
+ m_LocX = x;
+ m_LocZ = z;
+
+ m_Used = 0;
+ for (var i = x - 2; i <= x + 2; ++i)
+ {
+ for (var j = z - 2; j <= z + 2; ++j)
+ {
+ var count = UpdateTileInstances(i, j);
+ if (count != m_InstancesPerTile)
+ return;
+ }
+ }
+
+ // Deactivate the remaining active elements in the pool.
+ // Here we assume all active elements are contiguous and first in the list.
+ for (int i = m_Used; i < m_PoolSize && m_Instances[i].gameObject.activeSelf; ++i)
+ m_Instances[i].gameObject.SetActive(false);
+ }
+
+ int UpdateTileInstances(int i, int j)
+ {
+ var seed = Hash2(i, j) ^ m_BaseHash;
+ var count = System.Math.Min(m_InstancesPerTile, m_PoolSize - m_Used);
+ for (var end = m_Used + count; m_Used < end; ++m_Used)
+ {
+ float x = 0;
+ float y = 0;
+
+ if (m_RandomPosition)
+ {
+ x = Random(ref seed);
+ y = Random(ref seed);
+ }
+ var pos = new Vector3((i + x) * m_Size, m_Height, (j + y) * m_Size);
+
+ if (m_RandomOrientation)
+ {
+ float r = 360.0f * Random(ref seed);
+ m_Instances[m_Used].rotation = Quaternion.AngleAxis(r, Vector3.up);
+ }
+ m_Instances[m_Used].position = pos;
+ m_Instances[m_Used].gameObject.SetActive(true);
+ }
+
+ if (count < m_InstancesPerTile)
+ Debug.LogWarning("Pool exhausted", this);
+
+ return count;
+ }
+
+ static int Hash2(int i, int j)
+ {
+ return (i * 73856093) ^ (j * 19349663);
+ }
+
+ static float Random(ref int seed)
+ {
+ seed = (seed ^ 123459876);
+ var k = seed / 127773;
+ seed = 16807 * (seed - k * 127773) - 2836 * k;
+ if (seed < 0)
+ seed = seed + 2147483647;
+ float ran0 = seed * 1.0f / 2147483647.0f;
+ seed = (seed ^ 123459876);
+ return ran0;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs.meta
new file mode 100644
index 00000000..eefb175d
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomInstancing.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 0805752a20e62489680c7c8ba929bccc
+timeCreated: 1430813999
+licenseType: Pro
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs
new file mode 100644
index 00000000..d21f9498
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+using UnityEngine.AI;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Walk to a random position and repeat
+ ///
+ [RequireComponent(typeof(NavMeshAgent))]
+ public class RandomWalk : MonoBehaviour
+ {
+ public float m_Range = 25.0f;
+ NavMeshAgent m_Agent;
+
+ void Start()
+ {
+ m_Agent = GetComponent();
+ }
+
+ void Update()
+ {
+ if (m_Agent.pathPending || !m_Agent.isOnNavMesh || m_Agent.remainingDistance > 0.1f)
+ return;
+
+ m_Agent.destination = m_Range * Random.insideUnitCircle;
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs.meta
new file mode 100644
index 00000000..f424d8aa
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/RandomWalk.cs.meta
@@ -0,0 +1,12 @@
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+timeCreated: 1431075769
+licenseType: Pro
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+ serializedVersion: 2
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs
new file mode 100644
index 00000000..25d03336
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs
@@ -0,0 +1,38 @@
+using System;
+using UnityEngine;
+
+namespace Unity.AI.Navigation.Samples
+{
+ ///
+ /// Prefab spawner with a key input
+ ///
+ public class SpawnPrefabOnKeyDown : MonoBehaviour
+ {
+ [SerializeField]
+ GameObject prefab;
+
+ [SerializeField]
+ KeyCode keyCode;
+
+ [SerializeField]
+ Transform spawnedPrefabsHolder;
+
+ Transform m_Transform;
+
+ void Start()
+ {
+ m_Transform = transform;
+
+ if (spawnedPrefabsHolder == null)
+ {
+ spawnedPrefabsHolder = m_Transform;
+ }
+ }
+
+ void Update()
+ {
+ if (Input.GetKeyDown(keyCode) && prefab != null)
+ Instantiate(prefab, m_Transform.position, m_Transform.rotation, spawnedPrefabsHolder);
+ }
+ }
+}
\ No newline at end of file
diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs.meta
new file mode 100644
index 00000000..c6c06727
--- /dev/null
+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/SpawnPrefabOnKeyDown.cs.meta
@@ -0,0 +1,12 @@
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+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Shaders.meta b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Shaders.meta
new file mode 100644
index 00000000..3a0df68e
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+++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Shaders.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Shaders/diffuse.shadergraph b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Shaders/diffuse.shadergraph
new file mode 100644
index 00000000..69ce7f00
--- /dev/null
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index 98469b3c..b11cab1f 100644
--- a/Packages/manifest.json
+++ b/Packages/manifest.json
@@ -1,6 +1,7 @@
{
"dependencies": {
"com.unity.2d.sprite": "1.0.0",
+ "com.unity.ai.navigation": "2.0.12",
"com.unity.burst": "1.8.28",
"com.unity.collab-proxy": "2.11.3",
"com.unity.collections": "2.6.2",
diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json
index 7fae4ec3..ba95910d 100644
--- a/Packages/packages-lock.json
+++ b/Packages/packages-lock.json
@@ -6,6 +6,15 @@
"source": "builtin",
"dependencies": {}
},
+ "com.unity.ai.navigation": {
+ "version": "2.0.12",
+ "depth": 0,
+ "source": "registry",
+ "dependencies": {
+ "com.unity.modules.ai": "1.0.0"
+ },
+ "url": "https://packages.unity.com"
+ },
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"depth": 0,
diff --git a/ProjectSettings/NavMeshAreas.asset b/ProjectSettings/NavMeshAreas.asset
index 3b0b7c3d..3907f067 100644
--- a/ProjectSettings/NavMeshAreas.asset
+++ b/ProjectSettings/NavMeshAreas.asset
@@ -71,7 +71,7 @@ NavMeshProjectSettings:
cost: 1
m_LastAgentTypeID: -887442657
m_Settings:
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agentRadius: 0.5
agentHeight: 2
@@ -84,8 +84,48 @@ NavMeshProjectSettings:
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tileSize: 256
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debug:
m_Flags: 0
m_SettingNames:
- Humanoid
+ - Humanoid for Navigation Sample
+ - Ogre for Navigation Sample
diff --git a/ProjectSettings/ProjectSettings.asset b/ProjectSettings/ProjectSettings.asset
index 944091b2..c05a556f 100644
--- a/ProjectSettings/ProjectSettings.asset
+++ b/ProjectSettings/ProjectSettings.asset
@@ -254,7 +254,7 @@ PlayerSettings:
iOSAutomaticallyDetectAndAddCapabilities: 1
appleEnableProMotion: 0
shaderPrecisionModel: 0
- clonedFromGUID:
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templateDefaultScene: Assets/Scenes/SampleScene.unity
useCustomMainManifest: 0
@@ -681,7 +681,7 @@ PlayerSettings:
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diff --git a/docs/tasks/Index.md b/docs/tasks/Index.md
index 0f40a202..d96a49e7 100644
--- a/docs/tasks/Index.md
+++ b/docs/tasks/Index.md
@@ -62,5 +62,5 @@
| TASK-0020 | BackLog | High | security | unassigned | 1d | docs/tasks/items/TASK-0020.md | Добавить серверные ограничения и валидации против читов и некорректных клиентских команд. |
| TASK-0021 | ToDo | High | architecture | unassigned | 2d | docs/tasks/items/TASK-0021.md | Привести проект в порядок: разнести код по asmdef, навести структуру Editor/Runtime и добавить базовые автотесты. |
| TASK-0022 | ToDo | Highest | worldgen | unassigned | 1d | docs/tasks/items/TASK-0022.md | Интегрировать спавн врагов в VoxelWorldGenerator: спавнить по загрузке чанка и учитывать kill-state. |
-| TASK-0023 | InProgress | Highest | ai | unassigned | 2d | `docs/tasks/items/TASK-0023.md` | Реализовать runtime NavMesh bake для voxel-чанка и интегрировать обновление навигации при загрузке/изменении чанков. |
+| TASK-0023 | InProgress | Highest | ai | abysscion | 2d | `docs/tasks/items/TASK-0023.md` | Реализовать runtime NavMesh bake для voxel-чанка и интегрировать обновление навигации при загрузке/изменении чанков. |
| TASK-0024 | ToDo | Highest | art | unassigned | 2d | docs/tasks/items/TASK-0024.md | Заменить Minecraft-placeholder арт на легальные ассеты для продакшена и зафиксировать источник/лицензии. |
\ No newline at end of file
diff --git a/docs/tasks/items/TASK-0023.md b/docs/tasks/items/TASK-0023.md
index dbb30df7..a0bc132c 100644
--- a/docs/tasks/items/TASK-0023.md
+++ b/docs/tasks/items/TASK-0023.md
@@ -4,7 +4,7 @@ title: Runtime NavMesh bake для voxel-чанка
summary: Реализовать генерацию/обновление NavMesh в рантайме для каждого voxel-чанка, чтобы враги могли корректно ходить по процедурному миру.
priority: Highest
area: ai
-owner: unassigned
+owner: abysscion
created: 2026-03-31
updated: 2026-04-07
execution_time: 2d
@@ -23,6 +23,7 @@ related_files:
Статус задачи ведется в `docs/tasks/Index.md` и является каноническим там.
+
## Why
AI врагов (`TASK-0012`) опирается на NavMesh. Воксельный мир генерируется чанками в рантайме, значит навигация должна обновляться динамически, иначе враги не смогут корректно находить путь.
@@ -45,18 +46,21 @@ AI врагов (`TASK-0012`) опирается на NavMesh. Воксельн
- ограничения производительности: throttle, бюджет на кадр, батчирование
+
## Scope Out
- полноценный crowd simulation
- оптимизация под большие карты без ограничений
+
## Constraints
- runtime bake не должен фризить игру
- результат должен быть одинаков в рамках одного мира при одинаковых чанках
+
## Suggested Approach
1. Выбрать подход: `NavMeshSurface` (если используется пакет) или ручной `NavMeshBuilder.UpdateNavMeshDataAsync`.
@@ -65,6 +69,7 @@ AI врагов (`TASK-0012`) опирается на NavMesh. Воксельн
4. Добавить throttling и очереди обновлений.
+
## Acceptance Criteria
- после генерации чанка враг способен построить путь по поверхности чанка