Namespace ProjectDawn.Navigation
Classes
AgentActionSystemGroup
AgentDisplacementSystemGroup
AgentFlockSystem
AgentForceSystemGroup
AgentLocomotionSystemGroup
AgentPathingSystemGroup
AgentPositionSystemGroup
AgentSeekingSystemGroup
AgentSpatialSystemGroup
AgentSteeringSystemGroup
AgentSystemGroup
AgentTransformSystemGroup
AgentsNavigationSettings
Settings asset of agents navigation package. Contains list of sub settings combined from classes that implement ISubSettings interface.
ColliderSubSettings
CrowdData
Crowd data used for initializing topographical surface data.
CrowdSurfaceSystem
GeometryUtils
NavMeshDataSystem
NavigationLayerNames
NavigationLayerUtility
PathUtils
RangeExt
SpatialPartitioningSubSettings
Structs
Agent
Agent tag.
AgentBody
Agent's body movement.
AgentCollider
This component tags, if agent should collide with nearby agents.
AgentColliderSystem
AgentCrowdPath
Agent Crowd pathing.
AgentDepthCollider
AgentDepthCollisionSystem
AgentFlock
Agent flocking with nearby agents.
AgentFlockingSystem
System that calculates Flock direction from nearby agents.
AgentForceSystem
AgentLocomotion
AgentLocomotionSystem
AgentOculusAvoid
AgentOculusAvoidSystem
System that calculates avoidance direction from nearby agents.
AgentReciprocalAvoid
AgentReciprocalAvoidSystem
AgentSeekingSystem
System that steers agent towards destination.
AgentSeparation
Agent separation from nearby agents.
AgentSeparationSystem
System that calculates separation direction from nearby agents.
AgentShape
Represents agent shape in space. In the future this component might be split into specific shape components instead of having one big generic.
AgentSmartStop
Agent smart stop to handle some common stuck scenarios.
AgentSmartStopSystem
AgentSonarAvoid
Agent avoidance of nearby agents using Sonar Avoidance algorithm.
AgentSonarAvoidSystem
System that calculates avoidance direction from nearby agents.
AgentSpatialPartitioningSystem
Partitions agents into arbitary size cells. This allows to query nearby agents more efficiently. Space is partitioned using multi hash map.
AgentSpatialPartitioningSystem.Settings
AgentSpatialPartitioningSystem.Singleton
AgentSteering
Agent's steering towards destination with arrival.
AgentSteeringSystem
System that steers agent towards destination.
Bird
BirdLocomotion
Agent's locomotion that moves towards destination with arrival.
BirdLocomotionSystem
BirdSeekingSystem
System that steers agent towards destination.
BirdSystem
BirdWander
CrowdData.Baked
CrowdData.ObjectCollection
Settings that define objects that will be collected for crowd surface data baking.
CrowdDiscomfort
Discomfort volume of crowd agents.
CrowdDiscomfortSplat
CrowdDisplacementSystem
CrowdFlowSystem
CrowdGoalSystem
CrowdGroup
Crowd group settings.
CrowdGroupFlow
Crowd group runtime created ProjectDawn.ContinuumCrowds.CrowdFlow.
CrowdObstacle
Obstacle volume of crowd agents.
CrowdObstacleSplat
CrowdSteeringSystem
CrowdSurface
Crowd surface settings.
CrowdSurfaceData
Crowd surface CrowdData.
CrowdSurfaceWorld
Crowd surface runtime created ProjectDawn.ContinuumCrowds.CrowdWorld.
CrowdWorldSystem
DepthSurface
Depth surface settings.
DepthSurfaceSystem
DepthSurfaceWorld
Depth surface runtime created DepthWorld.
DepthWorld
World in which Depth will navigate. This container does not contain thread safety checks, make sure it is contained in structure that ensures that.
DepthWorlds
DrawGizmos
Tag for drawing gizmos.
FlockEntity
Single entity of the FlockGroup.
FlockGroup
Agent group for flocking. Modifies desired direction to match flock direction.
FlockGroupSystem
System that calculates flock grouo average position and direction of flock entities.
GiveUpStop
This option allows the agent to make smarter stop decisions than simply deciding if it is stuck. Every time the agent bumps into a standing agent, it will progress towards stopping. Additionally, by not bumping into one, it will recover from stopping. Once the progress value is met, the agent will stop.
GiveUpStopTimer
For tracking give up progress.
GizmosCommandBuffer
GizmosSystem
GizmosSystem.Singleton
HiveMindStop
This option allows agent to do smarter stop decision then moving in group. It works under assumption that by reaching nearby agent that is already idle and have similar destination it can stop as destination is reached.
LinkTraversal
LinkTraversalSeek
LinkTraversalSeekSystem
NavMeshAreaCost
NavMeshBoundary
Represents a boundary on the navigation mesh.
NavMeshBoundarySystem
System that for each agent that has sonar with wall collects nearby navmesh edges as walls. Later on these walls are used for avoidance.
NavMeshCorners
Helper structure for getting corners of agent navmesh path.
NavMeshData
NavMeshDataInstance
NavMeshDisplacementSystem
System that forces agents to stay within NavMesh surface.
NavMeshFunnel
Used for creating optimal path from navmesh polygons.
NavMeshLinkTraversal
Agent off mesh link data that is currently traversing.
NavMeshNode
Agent NavMesh single node of path.
NavMeshPath
Agent NavMesh path.
NavMeshPathSystem
System that controls agent NavMesh path.
NavMeshQueryHandle
Represents handle of NavMeshQuery used by NavMeshQuerySystem.
NavMeshQuerySystem
System for requesting NavMesh path.
NavMeshQuerySystem.Settings
NavMeshQuerySystem.Singleton
NavMeshSteeringSystem
System that steers agents within the NavMesh path.
NavMeshWall
Represents a wall on the navigation mesh.
OculusAvoidance
OculusAvoidanceWeights
Portal
Range
UnsafeDepthWorld
Interfaces
ISpatialQueryEntity
ISpatialQueryVolume
ISubSettings
Classes with this interface will be included into AgentsNavigationSettings as sub settings.
Enums
AgentDepthGrounded
AgentOculusAvoidMode
BirdState
CrowdData.ObjectCollectionGeometry
Defines the collected objects geometry.
CrowdDiscomfortType
CrowdGoalSource
Source from which crowd will get goal.
CrowdObstacleType
NavMeshLinkTraversalMode
NavMeshPathState
State of the path.
NavMeshQueryStatus
The status of navmesh query.
NavigationLayers
ShapeType
SonarAvoidMode
Modifications of sonar avoidance funcionality.