- Implementation in Assets/Navigation
- Click on the plane. If a path exists, the shortest path is calculated. The capsule will cut corners by raycasting to attempt to skip unnecessary vertex visits.
- Navigation "smoothing" can be toggled on the Player Component for previewing scene gizmos showing the true stair-stepped path
- The NavManager object in the scene with the NavManager script on it stores the nav data for the scene and calculates paths.
- The Bake Settings can be modified to adjust the size of the nav grid and the granularity of the grid.
- The UI buttons control baking the data and running random path tests that are output in the log.