NavMeshData
Defined in: ai/nav/NavMesh.ts:40
Properties
Section titled “Properties”agentRadius
Section titled “agentRadius”agentRadius:
number
Defined in: ai/nav/NavMesh.ts:54
How far the mesh was pulled back from every wall when it was baked. An agent no wider than this fits along any route over it; the mesh IS the set of places such an agent’s centre may stand.
areas:
Uint8Array
Defined in: ai/nav/NavMesh.ts:62
What crossing each polygon costs, as an area id the cost table is read by.
maxVertsPerPoly
Section titled “maxVertsPerPoly”maxVertsPerPoly:
number
Defined in: ai/nav/NavMesh.ts:48
neis:
Int32Array
Defined in: ai/nav/NavMesh.ts:46
maxVertsPerPoly neighbour polygon indices, one per edge, -1 for none.
polyCount
Section titled “polyCount”polyCount:
number
Defined in: ai/nav/NavMesh.ts:47
polys:
Int32Array
Defined in: ai/nav/NavMesh.ts:44
maxVertsPerPoly vertex indices per polygon, padded with -1.
snapDistance
Section titled “snapDistance”snapDistance:
number
Defined in: ai/nav/NavMesh.ts:60
How far off the mesh a world point may be and still be taken as standing on it, in world pixels — the bake’s own resolution, since a point is only ever off by the grid it was voxelised on plus the erosion.
verticalReach
Section titled “verticalReach”verticalReach:
number
Defined in: ai/nav/NavMesh.ts:69
How far above or below a point a floor may be and still be the one it stands on. Over more than one floor the nearest wins; this is what makes a point with no floor anywhere near it answer “nowhere” rather than name the roof three storeys up.
verts:
Float32Array
Defined in: ai/nav/NavMesh.ts:42
vertCount * 3 world-space floats.