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@ -24,6 +24,24 @@ Moving across external world, entering/exiting location produce nav mesh update.
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NPC and creatures may not be able to find path before nav mesh is built around them.
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Try to disable this if you want to have old fashioned AI which doesn't know where to go when you stand behind that stone and casting a firebolt.
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max tiles number
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----------------
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:Type: integer
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:Range: >= 0
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:Default: 512
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Number of tiles at nav mesh.
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Nav mesh covers circle area around player.
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This option allows to set an explicit limit for nav mesh size, how many tiles should fit into circle.
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If actor is inside this area it able to find path over nav mesh.
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Increasing this value may decrease performance.
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.. note::
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Don't expect infinite nav mesh size increasing.
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This condition is always true: ``max tiles number * max polygons per tile <= 4194304``.
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It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
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Advanced settings
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*****************
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@ -322,6 +340,12 @@ Maximum number of polygons per nav mesh tile. Maximum number of nav mesh tiles d
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this value. 22 bits is a limit to store both tile identifier and polygon identifier (tiles = 2^(22 - log2(polygons))).
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See `recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ for more details.
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.. Warning::
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Lower value may lead to ignored world geometry on nav mesh.
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Greater value will reduce number of nav mesh tiles.
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This condition is always true: ``max tiles number * max polygons per tile <= 4194304``.
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It's a limitation of `Recastnavigation <https://github.com/recastnavigation/recastnavigation>`_ library.
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max verts per poly
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------------------
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