In this menu you can configure where and how the Pathfinding Node will search for a path
Mover Types define the properties of the moving object(s). Typically you would make different Mover Types if you have different sized objects that need to use pathfinding.
Tap the + icon in the upper right to create a new Mover Type.
Select a Mover Type to see it visualized in your game world.
Tap the pencil icon on a Mover Type to edit it's parameters.
Tap the trash can icon on a Mover Type to delete it.
Name | Give the Mover Type a name |
Duplicate | Create a new Mover Type with the same settings |
Delete | Delete the Mover Type |
Radius |
Set how close to obstacles the moving object can get This value should be at least the horizonal distance between the object's pivot point and the outside edge of it's collision model |
Height |
Defines the minimum gap the moving object can move under This value should be at least the height of your moving object |
Climb Height | Set how high the moving object can climb |
Climb Slope | Set how steep of a slope the moving object can climb |
The settings found under the Mover Types in the Pathfinding Menu define the boundaries and other properties of the navigation mesh.
These settings are shared by all Mover Types.
Note: These settings will not be visible before a Mover Type has been created.
Bounds Min | Use global coordinates to set the minimum boundary of the pathfinding area |
Bounds Max | Use global coordinates to set the maximum boundary of the pathfinding area |
Resolve World Bounds |
Will attempt to automatically detect the boundaries of your game world and update the Min & Max boundary coordinates to match ⚠️Objects must have static physics to be detected as part of the game world |
Tile Size |
The navigation area is split into tiles that determine how the navigation mesh is calculated Changes in the game world will trigger each tile that has changes in it to recalculate Each tile takes one frame to calculate so the more tiles your mesh has the longer it takes to calculate Larger tile size means less tiles but larger areas that need to be recalculated when changes are detected. Smaller tile size means more tiles so the initial mesh calculation will take longer but areas that need to update when changes are detected are smaller and faster to recalculate |
Cell Size |
Cells are the voxelization of the world coordinates and determine the quality of the navigation mesh by setting the minimum distance between potential navigation points Increasing the cell size can help with the calculation time of the navigation mesh but lowers the quality of the paths it can produce The cell size sets the the horizontal dimensions of the cell |
Cell Height |
Set the vertical dimension of the cells Note: Cell height does not have significant impact on performance but should be kept quite low |