UnityEditorInternal.AnimatorController -> Here is a short list of the most encountered type changes : For users that have used the unsupported API - in UnityEditorInternal namespace – you will need to manually update your scripts to use the new API. In 5.0 we introduced an API that allows to build and edit Mecanim assets in the editor. List sceneNames = new List () foreach (string f in Directory.GetFiles(dir, pattern, Static List SearchFiles(string dir, string pattern) Rebake navmesh data NavMeshBuilder.BuildNavMesh () List sceneNames = SearchFiles (Application.dataPath, "*.unity") Using System.IO using UnityEditor using UnityEngine You can use the following script as an example how to rebuild NavMesh data for all of you scenes. ![]() Navmesh built with earlier versions of Unity is not supported. Setting the destination for a NavMeshAgent doesn't resume the agent after calling 'Stop' - call 'Resume' explicitly to resume the agent. Solve the issue by tweaking the voxel size for navmesh building. Navmesh contour may look different due to changed partitioning - in cases with narrow corridor/doorways or similar - this can lead to a difference in connectivity.
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