bool CarveOnlyStationary get set
When enabled, the obstacle is carved only when it is stationary. (Only can enabled after carve was ticked).
bool Carving get set
When the Carve checkbox gets ticked, the Nav Mesh Obstacle creates a hole in the NavMesh.
SVector Center get set
Center of the obstacle geometry relative to the transform position.
float Height get set
Height of the capsule. (Property of Capsule shape).
SVector Size get set
Size of the box. (Property of Box shape).
float Radius get set
Property Description
int Shape get set
Property Description
float MoveThreshold get set
Use this property to set the threshold distance for updating a moving carved hole. (Only can take effect after carve was ticked)
float TimeToStationary get set
The time to wait until the obstacle is treated as stationary. (Only can take effect after carve was ticked).
GameObject get
Property Description
bool CarveOnlyStationary get set
bool Carving get set
SVector Center get set
float Height get set
SVector Size get set
float Radius get set
int Shape get set
float MoveThreshold get set
float TimeToStationary get set
SGameObject GameObject get
Space.Host.ExecutingObject.NavMeshObstacle.CarveOnlyStationary = trueSpace.Host.ExecutingObject.NavMeshObstacle.Carving = trueSpace.Host.ExecutingObject.NavMeshObstacle.Center = Vector.New(0,0,0)Space.Host.ExecutingObject.NavMeshObstacle.Height = 40Space.Host.ExecutingObject.NavMeshObstacle.Size = Vector.New(5,10,15)Space.Host.ExecutingObject.NavMeshObstacle.Radius = 10Space.Host.ExecutingObject.NavMeshObstacle.Shape = 1Space.Host.ExecutingObject.NavMeshObstacle.MoveThreshold = 5Space.Host.ExecutingObject.NavMeshObstacle.TimeToStationary = 5.0theGameObject = Space.Host.ExecutingObject.NavMeshObstacle.GameObject