A component that represents a circle-shaped obstacle for navmesh agents to avoid. This is not altering the navmesh itself, but it is dynamic obstacle to be avoided by other agents steering.
More...
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| static void | Serialize (void *p, FrameSerializer serializer) |
| | Callback to serialize this component into a snapshot of the game state. More...
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| const int | SIZE = 32 |
| | The size of the component (or struct/type) in-memory inside the Frame data-buffers or stack (when passed as value parameter). Not related to the snapshot payload this occupies, which is bit-packed and compressed. More...
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A component that represents a circle-shaped obstacle for navmesh agents to avoid. This is not altering the navmesh itself, but it is dynamic obstacle to be avoided by other agents steering.
◆ Serialize()
| static void Quantum.NavMeshAvoidanceObstacle.Serialize |
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void * |
p, |
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FrameSerializer |
serializer |
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) |
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inlinestatic |
Callback to serialize this component into a snapshot of the game state.
- Parameters
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| p | The component pointer |
| serializer | The serializer |
◆ SIZE
| const int Quantum.NavMeshAvoidanceObstacle.SIZE = 32 |
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static |
The size of the component (or struct/type) in-memory inside the Frame data-buffers or stack (when passed as value parameter). Not related to the snapshot payload this occupies, which is bit-packed and compressed.
◆ IsActive
| bool? Quantum.NavMeshAvoidanceObstacle.IsActive |
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getset |
Enable or disable the obstacle.
◆ AvoidanceLayer
| byte Quantum.NavMeshAvoidanceObstacle.AvoidanceLayer |
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getset |
Configure the avoidance layer of the obstacle.
◆ Radius
| FP Quantum.NavMeshAvoidanceObstacle.Radius |
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getset |
Configure the radius of the obstacle.
◆ Velocity
| FPVector2 Quantum.NavMeshAvoidanceObstacle.Velocity |
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getset |
An optional velocity for the obstacle.