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    Changelog

    All notable changes to this package will be documented in this file. The format is based on Keep a Changelog

    [4.0.9] - 2024-11-12

    • Added AGENTS_NAVIGATION_FAKE_ASSEMBLY_REFERENCE for faking depedency on ecs/collection assembly reference
    • Fixed compatibility with the A* Pathfinding Project package version 5.2.5
    • Added AgentAstarPathingAuthoring from A* Pathfinding Project to work with subscenes

    [4.0.8] - 2024-10-06

    • Added Hybrid game object and entity connection. As result in dots hierarchy you can select runtime mode and see actualy entity connected to it
    • Fixed compatibility with the A* Pathfinding Project package version 5.2.
    • Fixed compatibility with the A* Pathfinding Project package version 5.2.6.

    [4.0.7] - 2024-10-05

    • Moved gizmos buffer from editor for easier debuging, still works only in editor
    • Fixed rare exception: ArgumentException: Radius must be greater than zero
    • Fixed rare exception: InvalidOperationException: The ComponentTypeHandle<Pathfinding.ECS.ManagedState>
    • Fixed agent editor exception in prefab mode

    [4.0.6] - 2024-07-25

    • Changed spatial clear to parallel that improves performance drastically
    • Fixed seeking on wide navmesh links
    • Changed link detection to use velocity to avoid cases where agent overshots the link start

    [4.0.5] - 2024-07-17

    • Added area cost
    • Added to AgentNavMeshAuthoring SetAreaCost and GetAreaCost
    • Fixed NavMeshCorners.TryGetCorners to correctly handle empty array
    • Fixed NavMeshPath.EndLocation properly match destination in all cases
    • Changed found path no longer allocates temp memory
    • Changed NavMeshPathState.Finished into NavMeshPathState.FinishedFullPath and NavMeshPathState.FinishedPartialPath

    [4.0.4] - 2024-06-11

    • Added to AgentNavMeshAuthoring CreateCorners
    • Added NavMeshCorners for simplified accessing of path corners
    • Added Weight in AgentSeperationAuthoring
    • Fixed smart stop gizmos drawing
    • Changed agent separation to allow enable/disable
    • Changed selected agent navmesh authoring now draws corners

    [4.0.3] - 2024-04-28

    • Fixed smart stop baker for give up timer

    [4.0.2] - 2024-04-14

    • Fixed to work with A* Pathfind Project 5.0.9

    [4.0.1] - 2024-04-14

    • Fixed astar link traversal

    [4.0.0] - 2024-04-13

    • Added integration with A* Pathfinding Project! This includes new component Agent A* Pathing that uses package global pathing.
    • Added off mesh link support
    • Added custom link traversal tutorial and scene
    • Added Speed property to AgentBody
    • Fixed navmesh path no longer being calculated 2x times
    • Fixed NavMeshPath.Default to set Grounded to true

    [3.5.2] - 2023-12-14

    • Fixed AgentNavMeshPath correctly bake UseWalls in subscene
    • Fixed NavMeshQuery to correctly return partial path in case all nodes visited instead of just return then it is out of iterations

    [3.5.1] - 2023-12-12

    • Fixed ECS NavMesh cleanup
    • Fixed for crowds gizmos field capacity error

    [3.5.0] - 2023-12-02

    • Added AgentActionSystemGroup
    • Added AgentSpatialSystemGroup
    • Added AgentPathingSystemGroup
    • Changed NavMesh Constrained into Grounded
    • Changed AgentSteering into AgentLocomotion
    • Changed AgentTransformSystemGroup into AgentDisplacementSystemGroup
    • Changed AgentSteeringSystemGroup into AgentSeekingSystemGroup
    • Fixed navigation settings null reference exception

    [3.4.2] - 2023-11-14

    • Added Agent.Default
    • Fixed navigation layers not working with query capacity 0

    [3.4.1] - 2023-11-10

    • Fixed issues with navigation layer setting to nothing

    [3.4.0] - 2023-11-08

    • Added path progress in case agents is moved outside agents system group
    • Added Layers to Agent/AgentCollider/AgentSeparation/AgentSonarAvoid/AgentReciprocalAvoid
    • Added Query Check setting. The maximum number of nearby neighbors will be checked to find closest.
    • Added to Smart Stop new behaviour called Give Up Stop.
    • Added AgentCollider enable/disable state
    • Added Iterations Per Frame for NavMesh
    • Added NavMesh Constrained option to control should agent be forced to be on surface
    • Removed old 0.65 entities package baking path
    • Changed Sonar Time Horizon only include agents that are withing radius. This will improve agent seeking.
    • Changed Spatial Partitioning to use parallel jobs
    • Changed AgentSystemGroup to be executed before physics

    [3.3.5] - 2023-10-25

    • Fixed gizmos drawing for multiple game objects and entities
    • Changed ECS gizmos drawing no longer requires to select agent authoring
    • Changed GizmosCommandBuffer no longer has parallel version. As this simplifies gizmos logic and did not worked correctly any way

    [3.3.4] - 2023-10-13

    • Fixed performance regression with query capacity
    • Fixed samples script agent destination missing reference
    • Fixed "Leak Detected : Persistent allocates 257 individual allocations" (Made workaround to unity bug that leaks bursted System.OnCreate)

    [3.3.3] - 2023-09-18

    • Changed NavMeshQueryStatus.Finished to be obsolete, use FinishedFullPath or FinishedPartialPath. This changes allows distinguish reachable from unreachable paths
    • Fixed Regular Update to skip frame with delta zero
    • Fixed in docs SonarAvoidance.Set parameters names
    • Fixed SonarAvoidance.CopyFrom to also copy angle
    • Fixed QueryCylinder using radius for y axis instead of height
    • Fixed Query Capacity to more effiently take neighbour agents (Should reduce popping effect with collisions)

    [3.3.2] - 2023-09-01

    • Fixed regression from 3.3.1 limited query resulting error "HashMap is full"

    [3.3.1] - 2023-08-31

    • Added limited query fully account different agent sizes
    • Changed nav mesh remaining distance to return float max value until it reaches few remaining nodes. It was changed, as it was never accurate value which was resulting other issues
    • Fixed lower push forces on collision with sonar horizon
    • Fixed authoring help links

    [3.3.0] - 2023-08-20

    • Added collider settings
    • Added spatial partitioning cylinder and circle query with limited neighbour count
    • Added map mapping to icons for a reduced aliasing
    • Changed project settings from scene based to project wide
    • Changed separation to use current shape of agent
    • Changed com.unity.entities version to 1.0.14

    [3.2.0] - 2023-07-16

    • Added NavMeshSettings singleton
    • Added settings component mirroring in the project settings under new tab Agents Navigation
    • Added new component Agent Smart Stop from Zerg Samples
    • Added default configurations for AgentBody/AgentSteering/AgentCollider/AgentShape/AgentSeparation/NavMeshPath
    • Added EntityNodes to AgentNavMeshAuthoring
    • Added warning for agent authoring in case no shape is added
    • Added error then NavMeshQuerySystem is attempted to be created in edit mode
    • Changed velocity to account collision with agents and navmesh
    • Changed SonarAvoidance radius scale with velocity
    • Changed SonarAvoidance to be float2 now. First value represents angle of velocity obstacle and second one maximum allowed angle
    • Changed AgentCylindreShapeAuthoring icon (I hope you will enjoy new one)
    • Fixed SonarAvoidance Walls no longer produces extremely small paths
    • Fixed hybrid mode have correct LocalTransform scale 1
    • Fixed spatial partitioning to use same same query to avoid inconsistencies
    • Fixed component UI updating previous frames values

    [3.1.6] - 2023-04-11

    • Changed seperation algorithm
    • Added weight property to seperation
    • Fixed NavMesh Area Mask correctly work with no sequential layers

    [3.1.5] - 2023-03-29

    • Added NavMeshSurface surface baker and now it can be baked in subscene
    • Added sample scene low level sonar avoidance to show its usage
    • Added enable/disable to AgentNavMeshAuthoring and AgentAvoidAuthoring
    • Chanded AgentSonarAvoid and NavMeshPath is now IEnableableComponent
    • Fixed support for entities 1.0.0-preview.65
    • Fixed acceleration correctling working with huge values
    • Fixed sonar avoidance quality regression from 3.1

    [3.1.4] - 2023-02-22

    • Changed com.unity.entities package version from 1.0.0-pre.15 to 1.0.0-pre.44
    • Fixed AgenAuthroing.Stop to correctly set velocity to zero

    [3.1.3] - 2023-02-16

    • Added support for RectTransform

    [3.1.2] - 2023-02-10

    • Added SetDestinationDeferred to agent
    • Fixed navmesh area mask editor property work correctly
    • Changed agent capacity automatically resizing, removed AgentCapacity property for SpatialPartitioningSettings
    • Changed gizmos system to be in the same group AgentGizmosSystemGroup

    [3.1.1] - 2023-02-07

    • Fixed compilation issue as one of the assembly was not set to Editor

    [3.1.0] - 2023-01-31

    • Added new feature to local avoidance Walls that accounts for navmesh.
    • Added new property to AgentNavMeshAuthoring UseWalls.
    • Changed standing agents now puch each other.
    • Fixed local avoidance gizmos drawing.
    • Fixed then desination either above or below agent would result in error.
    • Fixed path failure case then it is out of nodes and path is in progress.

    [3.0.6] - 2023-01-11

    • Fixed NavMesh path sometimes discarding destination
    • Fixed error drop when selecting agent in subscene "The targets array should not be used inside OnSceneGUI or OnPreviewGUI. Use the single target property instead. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)"

    [3.0.5] - 2022-12-26

    • Fixed NavMeshAgent correctly stop if path destination can not be mapped to navmesh
    • Fixed that even with OutOfNodes still returns best possible path
    • Added NavMeshPath failed state and also prints the error in editor
    • Added NavMeshAgent/NavMeshPath added new property MappingExtent that allows controling the maximum distance the agent will be mapped
    • Added documentation links to components and package
    • Changed documentation to hidden folder as now it is on webpage

    [3.0.4] - 2022-12-23

    • Fixed NavMeshAgent correctly handle partial paths (Paths where destination can not be reached)
    • Fixed few more cases where NavMesh update would result in "Any jobs using NavMeshQuery must be completed before we mutate the NavMesh."
    • Fixed NavMeshAgent in some cases reusing path from other agent
    • Changed Zerg scene camera to be centered around controllable units

    [3.0.3] - 2022-12-17

    • Added to EntityBehaviour OnEnable and OnDisable
    • Added error message box to AgentNavMeshAuthoring, if game objects also has NavMeshObstacle
    • Added SetDestination method to AgentAuthoring
    • Changed that if agent is not near any NavMesh it will throw error instead moved to the center of the world
    • Changed dependency com.unity.entities version to 1.0.14
    • Fixed few cases where NavMesh update would result in "Any jobs using NavMeshQuery must be completed before we mutate the NavMesh."

    [3.0.2] - 2022-12-15

    • Fixed NavMesh at the end of destination throwing error System.IndexOutOfRangeException: Index {0} is out of range of '{1}' Length.
    • Fixed transform sync from game object to entity not override transform in most calls.

    [3.0.1] - 2022-12-08

    • Added correct documentation
    • Added com.unity.modules.ui dependency as samples uses ui
    • Removed second navmesh surface from zerg samples

    [3.0.0] - 2022-11-30

    • Release as Agents Navigation

    [2.0.0] - 2022-06-09

    • Changing velocity avoidance with new smart algorithm
    • Changing package to use new Package Manager workflow
    • Updating documentation to be more clear and reflect new API changes
    • Adding zerg sample

    [1.0.3] - 2022-05-14

    • Adding new demo scene "8 - Jobified Boids Navmesh Demo"

    [1.0.2] - 2022-03-19

    • Fixing memory leaks in demo scenes

    [1.0.1] - 2022-03-08

    • Updated jobs demo to not use physics and small bug fix

    [1.0.0] - 2022-02-22

    • Package released
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