Version: 2019.1 (switch to 2018.3 or 2017.4)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

NavMeshQuery Constructor

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public NavMeshQuery(Experimental.AI.NavMeshWorld world, Unity.Collections.Allocator allocator, int pathNodePoolSize);

Parameters

worldNavMeshWorld object used as an entry point to the collection of NavMesh objects. This object that can be used by query operations.
allocatorLabel indicating the desired life time of the object. (Known issue: Currently allocator has no effect).
pathNodePoolSizeThe number of nodes that can be temporarily stored in the query during search operations. This value defaults to 0 if no other value is specified.

Description

Creates the NavMeshQuery object and allocates memory to store NavMesh node information, if required.

A node pool is necessary only for pathfinding operations (BeginFindPath, UpdateFindPath, EndFindPath, GetPathResult ). If the number of NavMesh nodes that this object can process is too small, the operation returns a PathQueryStatus.OutOfNodes status flag.

Did you find this page useful? Please give it a rating: