Navigation

Navigation

The navigation module drives your agents on a mesh to reach an assigned target point.

 


Attributes

Attributes

Type

Overridable

Description

Attributes

Type

Overridable

Description

targetMode

int

no

The mode to select target points. Possible choices: "Target position" (0), "Random Target Point" (1), "Target Position Sequence" (2)

alignAtInitFrame

bool

no

The agents will be driven by this curve field only at the first frame of the simulation when this flag is turned off.

computepathAtEveryFrame

bool

no

If on, the module will compute the path at every frame

debug

bool

no

Enables module debug drawing.

maxTurnAngle

double

no

The max turn angle.

navMesh

string

no

The navigation mesh name

targetMetadataName

string

no

A vector3 metadata name which will drive the target position of the agents. If this is defined and the metadata exists, the targetPosition will be ignored.

targetPosition

vector3

yes

The target position.

targetRadius

double

no

When the agent distance to the target position is less than this value, the targetTriggerdMetadata will be set.

targetTriggerMetadataName

string

no

The target metadata name.

targetTriggerMetadataValue

double

no

The value to be assigned to the target metadata. Metadata types supported are bool, double and int.

weight

double

yes

Weight

findNewTargetPointOnReach

bool

no

Finds a new random target point once the target is reached. Only works with "Target Position" and "Random Target Point" modes.

findTargetPointRadius

double

no

The radius used for finding new random target points.

targetPositionSequence

vector3Array

no

The target position sequence.

findBestTargetAtInitSimulation

bool

no

If on, the agents will point to the closest facing target at the first frame, if they are not facing any target they will point to the closest one

editLocomotionAngularVelocity

bool

yes

If on, this module will edit the targetAngularVelocity metadata used by the locomotion system.

targetTriggerMetadataFalloffTime

double

yes

Time used to interpolate the trigger metadata. Starts when the agent enter inside the target radius

allowPartialPathQuery

bool

no

Allow partial path query

optimizePathVisibility

bool

no

Attempts to optimize the path if the next path point is visible from the current position

wallAvoidanceRadius

double

yes

Offset the path from the wall/corners

sequenceIndex

int

yes

If the agent reach the last target of the sequence, start again from the first one

loopTargetSequence

bool

yes

If the agent reach the last target of the sequence, start again from the first one

checkTargetDistanceOnXZPlane

bool

yes

Attempts to optimize the path if the next path point is visible from the current position

projectionQueryExtent

double

no

Extent used for project the agent position on the nav mesh. This value is multiplied by the agent type height.

ignoreSequenceTargetAfterReached

bool

yes

Ignore the current sequence target after the agent reaches it


 

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