Runtime Navmesh Baker 1.3.0
Generic Runtime spawn and instance pooling system for spawning random AI agents around a map. Works with ANY AI system easily.
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 NMegaCrush
 NNavmeshBaker
 NSample
 CClickToMoveController
 CSpawnOnBakeSpawns a prefab when the NavMeshBakerService completes a bake. Works with the BakerCoordinator → Service workflow
 NRuntimeNavmeshBaker
 NCore
 NJobs
 CBakeJobImmutable record of a started async navmesh bake
 CBakeJobInfoImmutable snapshot of an in-flight async bake job for diagnostics or UI
 CDirtyRequestInfoImmutable snapshot of a queued "dirty" request captured for diagnostics or UI. This mirrors what the scheduler has coalesced but not yet started
 CJobKeyImmutable value key that identifies a unique navmesh bake target
 CBakingSchedulerSchedules runtime navmesh bakes
 CDirtyReq
 CQueuedReqLightweight view of queued items for diagnostics / UI
 CSeamLinkBuilderBuilds/remakes OffMeshLinks along shared edges between tile surfaces. Stateless from the service POV; keeps its own per-surface link lists so we can clear & rebuild
 CSourceCollectorMinimal helpers for collecting NavMesh markups and sources. Caller owns lists; no internal caching or staged collection
 CWindowBuilderPure utilities for shaping bake windows and related math (grid/continuous, quantize, Y pinning). No allocations; static helpers only
 NDiagnostics
 CPerfCountersRolling-window perf counters (no GC). Keeps a small ring buffer of samples and computes p50/p95 on demand. Intended for lightweight runtime diagnostics
 CSeries
 NGizmoDebug
 CGizmoDrawer
 CBakerCoordinatorPrimary entry point: owns the profile/center and forwards to the runtime baker service. Add this to your scene; call StartBaking() to kick things off, or enable Auto Start
 CBakerCoordinatorInspector
 CBakerEventsGlobal event hub for runtime baking
 CDataManagerManages NavMeshData and bound NavMeshDataInstance per JobKey. Instances are placed at identity so data-local == world
 CDynamicNavMeshSurfaceLightweight wrapper that registers/unregisters a NavMeshSurface with the runtime baker. Prefers BakerCoordinator as the primary orchestrator; falls back to NavMeshBakerService for backward compatibility
 CDynamicNavMeshSurfaceInspectorCustom inspector for DynamicNavMeshSurface
 CImprovedNoiseTileProviderProcedural tile provider that selects prefabs using improved noise (fBM + domain warp)
 CIProceduralTileProviderContract for procedural tile providers. Implement to decide which prefab spawns for each cell coordinate
 CNavMeshBakeMonitorWindowEditor window that shows live runtime NavMesh bake activity: in-flight jobs, queued requests, perf snapshots and a recent event log
 CNavMeshBakeProfileProfile asset that configures runtime NavMesh baking behavior (bounds strategy, collection settings, agent types, costs, throttling, seam links, etc.). Assign an instance of this profile to NavMeshBakerService to control how and when runtime baking occurs
 CNavMeshBakeProfileInspector
 CNavmeshBakerCreateMenuGameObject creation helpers (GameObject menu) for the Runtime Navmesh Baker. Updated for the BakerCoordinator-first workflow
 CNavMeshBakerServiceRuntime orchestrator that schedules and runs asynchronous NavMesh builds for registered DynamicNavMeshSurface tiles. Users typically interact with it via BakerCoordinator (recommended). This component is managed by the coordinator and does not appear in the Add Component menu
 CNavMeshBakerServiceInspector
 CProceduralTileManagerManages a ring of procedural tiles centered on a target (usually the player). Each tile is addressed by integral cell coordinates (cx, cz), mapped to world space via (cx * tileSize.x, yHeight, cz * tileSize.y). Supports pooling, prefab providers, and optional NavMesh rebaking
 CListCache
 CRuntimeNavmeshBakerMenuCentralized Editor menu for the Runtime Navmesh Baker. Coordinator-first workflow: Quick Setup creates Coordinator + Profile + Sample Surface. Includes docs, utilities, and Bake Monitor integration
 CSimpleNoiseTileProviderSimple Perlin-noise based tile provider.
Uses a stable hash + frequency-scaled Perlin noise to map grid cells into prefab "bands."
 CWeightedHashTileProviderDeterministic weighted random tile provider.
Uses a stable integer hash per grid cell + seed to pick from a weighted list of prefabs.
 CEntryWeighted prefab entry
 NSpawner
 NSamples
 CSimpleMotionAnimatorA simple animator that works for rigidbody, navmesh agent or character controller based characters
 NMegacrush
 NRuntimeNavmeshBaker
 CWelcomeDialog
 CWindowOpener