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Upgrade projects for use with AI Navigation package
Navigation and Pathfinding in Unity is handled by the AI Navigation package as of Unity 2022.2.
If you have projects that were created with the Navigation feature in previous versions of Unity, the AI Navigation package is automatically installed and added to your project. You can then do one of the following:
- Continue to use your projects as they are
- Convert your projects to use the new package
Remove old component scripts
If your project uses the NavMesh Surface, NavMesh Modifier, NavMesh Modifier Volume or NavMesh Link components defined by scripts downloaded from Unity’s NavMeshComponents GitHub repository, then remove those scripts and any associated files before you add the AI Navigation package to your project. If you don’t remove these scripts, you might get conflicts and errors related to these components in the Console. The new components mirror the same behavior as the old components do in your project except when using the following components:
- The NavMesh Surface component now includes an option to use only the objects that have a NavMesh Modifier in the baking process.
- You can now specify whether or not to apply the NavMesh Modifier component to child objects in the hierarchy.
Convert your project
If you want to use the new package you need to convert your project(s). As part of the conversion process, the NavMesh Updater makes the following changes:
- Any NavMesh that was previously baked and embedded in the scene is now referenced from a NavMeshSurface component created on a new GameObject called Navigation.
- Any object that was marked with Navigation Static now has a NavMeshModifier component with the appropriate settings.
To convert your project do the following:
- In the main menu go to Window > AI > NavMesh Updater.
- In the NavMesh Updater window, select which kind of data to convert.
- Click Initialize Converters to detect and display the types of data you selected.
- Select the data you want to convert.
- Click Convert Assets to complete the conversion.
Create new agent types
If the NavMeshes in different scenes are baked with different agent settings then you need to create new agent types to match those settings.
To create the agent types do the following:
- In the main menu go to Window > AI > Navigation.
- Select Agents.
- Create new entries and specify the relevant settings.
Assign new agent types
When you have created the new agent types you then need to assign them as follows:
- Assign the newly created agent types to their respective NavMeshSurfaces in the Navigation created for that scene.
- Assign the agent types to the NavMeshAgents intended to use that NavMesh.
To find the settings that were used for each existing NavMesh, select the NavMesh .asset
file in the Project window. The NavMesh settings will be displayed in the Inspector.
Create NavMesh Links instead of Off-Mesh Links
The OffMesh Link component was originally designed to work with only the Humanoid agent type. Now it has been deprecated. Your project can still use this component but you can no longer add it from the editor. You are encouraged to use the NavMesh Link component instead. It has the same properties as OffMesh Link, and a few additional ones: agent type, width, and two positions that can define the ends.
To replace an OffMesh Link component with a NavMesh Link component do the following:
- Select the GameObject that has the OffMesh Link component. The GameObject can be in a scene or a prefab.
- Add a NavMesh Link component.
- Assign to the NavMesh Link the same properties as the OffMesh Link.
- Remove the OffMesh Link from the GameObject.
- Save the scene or prefab as needed.
Replace OffMeshLink with NavMeshLink in scripts
In your scripts you can replace any occurence of the OffMeshLink
class with the NavMeshLink
class. The scripts will continue to work as before, as long as the NavMeshLink
component exists on the affected GameObjects. The OffMeshLink
properties autoUpdatePositions
, biDirectional
, costOverride
and the method UpdatePositions()
have equivalents in the NavMeshLink
component. You can substitute those class members in places where you use them in scripts, or you can accept the suggestion from the Script Updating Consent tool to do the same thing. This tool runs when the editor reloads the scripts in the project.