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@@ +# 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. 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+ 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 --- /dev/null +++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/AgentLinkMover.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 03bc8063c9e95401f9a8a38bc716750d +timeCreated: 1460116525 +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/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 @@ +fileFormatVersion: 2 +guid: 79e6dc1d690a648e783ea8233ef9c804 \ 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 @@ +fileFormatVersion: 2 +guid: c9472e73a59274b9b8da79d72004bd8b +timeCreated: 1430734266 +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/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 @@ +fileFormatVersion: 2 +guid: d3be0b2e79a40424c88b51776d94b8a5 +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/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 @@ +fileFormatVersion: 2 +guid: c786c4b29e72040b881bf13065fb9788 +timeCreated: 1430999621 +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/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: + assetBundleVariant: 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} + userData: + assetBundleName: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: c59ac8154f1b24ea7a85cab0f39a4489 +timeCreated: 1454359265 +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/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 --- /dev/null +++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 3521e0f45779e394db0026c17503fe8a +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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 --- /dev/null +++ b/Assets/Samples/AI Navigation/2.0.12/Build And Connect NavMesh Surfaces/Scripts/ProjectSettingsUtilities/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b965d7c48dbdb594cb2678be44f7ea34 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: 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: + assetBundleVariant: 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 @@ +fileFormatVersion: 2 +guid: dd76b8ee2dbcf4be6998e917c65cd6ed +timeCreated: 1431075769 +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/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 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buildHeightMesh: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 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: + clonedFromGUID: 00000000000000000000000000000000 templatePackageId: com.unity.template.universal@6.1.2 templateDefaultScene: Assets/Scenes/SampleScene.unity useCustomMainManifest: 0 @@ -681,7 +681,7 @@ PlayerSettings: qnxGraphicConfPath: apiCompatibilityLevel: 6 captureStartupLogs: {} - activeInputHandler: 1 + activeInputHandler: 2 windowsGamepadBackendHint: 0 cloudProjectId: 16816b7b-2478-42d6-b9aa-1f22b82e4182 framebufferDepthMemorylessMode: 0 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