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    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.

    SpatialPartitioningSubSettings.QueryCheckMode

    StraightPathFlags

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