原文链接:https://www.cnblogs.com/koshio0219/p/12195974.html
前提:随着Unity5.6的推出,我们终于迎来了NavMesh的动态烘培,我们期待已久的功能终于来了,不用再研究A*算法了,话说改进的网格寻路更加方便高效。
Unity5.6 更新概要(中文版):http://mt.sohu.com/it/d20170401/131548770_280780.shtml
Unity5.6更新概要(英文版):https://blogs.unity3d.com/cn/2017/03/31/5-6-is-now-available-and-completes-the-unity-5-cycle/?_ga=1.14498615.1252386216.1491371601
下面就直接进入正题:
首先场景中的物体都要挂上这个脚本NavMeshSourceTag.cs
using UnityEngine;
using UnityEngine.AI;
using System.Collections.Generic;
// Tagging component for use with the LocalNavMeshBuilder
// Supports mesh-filter and terrain - can be extended to physics and/or primitives
[DefaultExecutionOrder(-200)]
public class NavMeshSourceTag : MonoBehaviour
{
// Global containers for all active mesh/terrain tags
public static List<MeshFilter> m_Meshes = new List<MeshFilter>();
public static List<Terrain> m_Terrains = new List<Terrain>();
void OnEnable()
{
var m = GetComponent<MeshFilter>();
if (m != null)
{
m_Meshes.Add(m);
}
var t = GetComponent<Terrain>();
if (t != null)
{
m_Terrains.Add(t);
}
}
void OnDisable()
{
var m = GetComponent<MeshFilter>();
if (m != null)
{
m_Meshes.Remove(m);
}
var t = GetComponent<Terrain>();
if (t != null)
{
m_Terrains.Remove(t);
}
}
// Collect all the navmesh build sources for enabled objects tagged by this component
public static void Collect(ref List<NavMeshBuildSource> sources)
{
sources.Clear();
for (var i = 0; i < m_Meshes.Count; ++i)
{
var mf = m_Meshes[i];
if (mf == null) continue;
var m = mf.sharedMesh;
if (m == null) continue;
var s = new NavMeshBuildSource();
s.shape = NavMeshBuildSourceShape.Mesh;
s.sourceObject = m;
s.transform = mf.transform.localToWorldMatrix;
s.area = 0;
sources.Add(s);
}
for (var i = 0; i < m_Terrains.Count; ++i)
{
var t = m_Terrains[i];
if (t == null) continue;
var s = new NavMeshBuildSource();
s.shape = NavMeshBuildSourceShape.Terrain;
s.sourceObject = t.terrainData;
// Terrain system only supports translation - so we pass translation only to back-end
s.transform = Matrix4x4.TRS(t.transform.position, Quaternion.identity, Vector3.one);
s.area = 0;
sources.Add(s);
}
}
}
然后新建个空物体挂上脚本:My_LocalNavMeshBuilder.cs
using UnityEngine;
using UnityEngine.AI;
using System.Collections;
using System.Collections.Generic;
using NavMeshBuilder = UnityEngine.AI.NavMeshBuilder;
// Build and update a localized navmesh from the sources marked by NavMeshSourceTag
[DefaultExecutionOrder(-102)]
public class LocalNavMeshBuilder : MonoBehaviour
{
// The center of the build
public Transform m_Tracked;
// The size of the build bounds
public Vector3 m_Size = new Vector3(80.0f, 20.0f, 80.0f);
NavMeshData m_NavMesh;
AsyncOperation m_Operation;
NavMeshDataInstance m_Instance;
List<NavMeshBuildSource> m_Sources = new List<NavMeshBuildSource>();
IEnumerator Start()
{
while (true)
{
UpdateNavMesh(true);
yield return m_Operation;
}
}
void OnEnable()
{
Bake();
}
void OnDisable()
{
//Unload navmesh and clear handle
m_Instance.Remove();
}
/// <summary>
/// 按范围动态更新NavMesh
/// </summary>
/// <param name="asyncUpdate">是否异步加载</param>
void UpdateNavMesh(bool asyncUpdate = false)
{
NavMeshSourceTag.Collect(ref m_Sources);
var defaultBuildSettings = NavMesh.GetSettingsByID(0);
var bounds = QuantizedBounds();
if (asyncUpdate)
m_Operation = NavMeshBuilder.UpdateNavMeshDataAsync(m_NavMesh, defaultBuildSettings, m_Sources, bounds);
else
NavMeshBuilder.UpdateNavMeshData(m_NavMesh, defaultBuildSettings, m_Sources, bounds);
}
static Vector3 Quantize(Vector3 v, Vector3 quant)
{
float x = quant.x * Mathf.Floor(v.x / quant.x);
float y = quant.y * Mathf.Floor(v.y / quant.y);
float z = quant.z * Mathf.Floor(v.z / quant.z);
return new Vector3(x, y, z);
}
Bounds QuantizedBounds()
{
// Quantize the bounds to update only when theres a 0.1% change in size
var center = m_Tracked ? m_Tracked.position : transform.position;
return new Bounds(Quantize(center, .001f * m_Size), m_Size);
}
//选择物体时在Scene中绘制Bound区域
void OnDrawGizmosSelected()
{
if (m_NavMesh)
{
Gizmos.color = Color.green;
Gizmos.DrawWireCube(m_NavMesh.sourceBounds.center, m_NavMesh.sourceBounds.size);
}
Gizmos.color = Color.yellow;
var bounds = QuantizedBounds();
Gizmos.DrawWireCube(bounds.center, bounds.size);
Gizmos.color = Color.green;
var center = m_Tracked ? m_Tracked.position : transform.position;
Gizmos.DrawWireCube(center, m_Size);
}
//动态烘焙NavMesh
public void Bake()
{
// Construct and add navmesh
m_NavMesh = new NavMeshData();
m_Instance = NavMesh.AddNavMeshData(m_NavMesh);
if (m_Tracked == null)
m_Tracked = transform;
UpdateNavMesh(false);
}
}
最后再在你的人物上面加上NavMeshAgent组件,就可以控制人物寻路了。
有一个地方需要注意,因为NavMeshBuilder.UpdateNavMeshData(m_NavMesh, defaultBuildSettings, m_Sources, bounds); 刷新NavMeshData时需要读取模型的网格信息,此时需要将导入的模型读写打开,设置位置如下: