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* navigation component overhaul
* Removing redundant code
* move to GameSystem
* Updated DotRecast
* fix world transofrm move bug
* added build time property
* More settings!
* fix forward to be Z
* Eiderens a genius fixed move
* docs and extra options for tryfindpath
* omit string value
Copy file name to clipboardExpand all lines: sources/engine/Stride.BepuPhysics/Stride.BepuPhysics.Navigation/Components/BepuNavigationBoundingBoxComponent.cs
#warning right now this is unimplemented, but when we end up looking into a way to configure navigation, we should compare bounding-box based to unity's hierarchy/filter
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#warning right now this is unimplemented, but when we end up looking into a way to configure navigation, we should compare bounding-box based to unity's hierarchy/filter
/// Tells the <see cref="RecastNavigationProcessor"/> a plan needs to be queued. This is used internally to prevent multiple path calculations per frame.
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/// </summary>
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QueuePathPlanning,
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/// <summary>
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/// Tells the <see cref="RecastNavigationProcessor"/> to set a new path at the next available opportunity.
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/// </summary>
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PlanningPath,
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/// <summary>
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/// Tells the <see cref="RecastNavigationProcessor"/> the agent has a path.
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/// </summary>
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PathIsReady,
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/// <summary>
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/// Tells the <see cref="RecastNavigationProcessor"/> the agent does not have a valid path.
Copy file name to clipboardExpand all lines: sources/engine/Stride.BepuPhysics/Stride.BepuPhysics.Navigation/Definitions/RecastNavigationConfiguration.cs
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@@ -9,6 +9,10 @@ public class RecastNavigationConfiguration : Configuration
/// Tells the <see cref="RecastNavigationProcessor"/> a plan needs to be queued. This is used internally to prevent multiple path calculations per frame.
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/// </summary>
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QueuePathPlanning,
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/// <summary>
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/// Tells the <see cref="RecastNavigationProcessor"/> to set a new path at the next available opportunity.
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/// </summary>
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PlanningPath,
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/// <summary>
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/// Tells the <see cref="RecastNavigationProcessor"/> the agent has a path.
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/// </summary>
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PathIsReady,
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/// <summary>
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/// Tells the <see cref="RecastNavigationProcessor"/> the agent does not have a valid path.
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