Some use cases for Off-Mesh Links can be detected automatically. The two most common ones are: Drop-Down and Jump-Across.
In order to find the jump locations automatically, the build process walks along the edges of the NavMeshA mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info
See in Glossary and checks if the landing location of the jump is on NavMesh. If the jump trajectory is unobstructed an Off-Mesh link is created.
Let’s set up automatic Off-Mesh Link generation. If you’re not familiar with NavMesh baking, take a look at Building a NavMesh.
First, the objects in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary where the jump can start from needs to be marked. This is done my checking Generate Off-Mesh Links option in the Navigation Window under Objects tab.
The second step is to setup the drop-down and jump-across trajectories:
Now that objects are marked, and settings adjusted, it’s time to press Bake and you have will have automatically generated off-mesh links! When ever you change the scene and bake, the old links will be discarded and new links will be created based on the new scene.
Things to keep in mind if Off-Mesh links are not generated at locations where you expect them to be:
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