Runtime Navmesh Baker 1.4.0
Runtime Navmesh Baker — a coordinator-driven system for runtime NavMesh generation in Unity, supporting Continuous AABB, Grid Cell streaming, and One Shot bake modes with full event and profile integration.
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MegaCrush.RuntimeNavmeshBaker Namespace Reference

Namespaces

namespace  Core
 
namespace  Diagnostics
 
namespace  GizmoDebug
 

Classes

class  BakerCoordinator
 Primary 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. Also provides convenience wrappers for One-Shot (bake-once) mode. More...
 
class  BakerCoordinatorInspector
 
class  BakerEvents
 Global event hub for runtime baking. More...
 
class  DataManager
 Manages NavMeshData and bound NavMeshDataInstance per JobKey. Instances are placed at identity so data-local == world. More...
 
class  DynamicNavMeshSurface
 Lightweight wrapper that registers/unregisters a NavMeshSurface with the runtime baker. Prefers BakerCoordinator as the primary orchestrator; falls back to NavMeshBakerService for backward compatibility. More...
 
class  DynamicNavMeshSurfaceInspector
 Custom inspector for DynamicNavMeshSurface More...
 
class  ImprovedNoiseTileProvider
 Procedural tile provider that selects prefabs using improved noise (fBM + domain warp). More...
 
interface  IProceduralTileProvider
 Contract for procedural tile providers. Implement to decide which prefab spawns for each cell coordinate. More...
 
class  NavMeshBakeMonitorWindow
 Editor window that shows live runtime NavMesh bake activity: in-flight jobs, queued requests, perf snapshots and a recent event log. More...
 
class  NavMeshBakeProfile
 Profile 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. More...
 
class  NavMeshBakeProfileInspector
 
class  NavmeshBakerCreateMenu
 GameObject creation helpers (GameObject menu) for the Runtime Navmesh Baker. Updated for the BakerCoordinator-first workflow. More...
 
class  NavMeshBakerService
 Runtime 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. More...
 
class  NavMeshBakerServiceInspector
 
class  ProceduralTileManager
 Manages 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. More...
 
class  RuntimeNavmeshBakerMenu
 Centralized Editor menu for the Runtime Navmesh Baker. Coordinator-first workflow: Quick Setup creates Coordinator + Profile + Sample Surface. Includes docs, utilities, and Bake Monitor integration. More...
 
class  SimpleNoiseTileProvider
 Simple Perlin-noise based tile provider.
Uses a stable hash + frequency-scaled Perlin noise to map grid cells into prefab "bands.". More...
 
class  WeightedHashTileProvider
 Deterministic weighted random tile provider.
Uses a stable integer hash per grid cell + seed to pick from a weighted list of prefabs.
More...
 

Enumerations

enum  BakeCenterMode { ContinuousAABB = 0 , GridCells = 1 , OneShotFull = 2 }
 How the baking bounds are chosen while the game runs (or at startup for one-shot). More...
 
enum  OneShotBoundsSource { AutoFromSources = 0 , FromBoxCollider = 1 , ManualBounds = 2 }
 World-bounds source used by the OneShotFull mode. More...
 
enum  OneShotStartMode { Manual , OnAwake , OnStart }
 One shot baking control options. More...
 

Enumeration Type Documentation

◆ BakeCenterMode

How the baking bounds are chosen while the game runs (or at startup for one-shot).

Enumerator
ContinuousAABB 

Continuously bakes an axis-aligned bounding box (AABB) centered on the target. Great for compact maps and simple “bubble around player” scenarios.

GridCells 

Bakes fixed-size grid cells around the target (in rings). Ideal for streaming/procedural worlds; aligns naturally with tiled content.

OneShotFull 

Collect and bake once, then stop. No ongoing baking. Intended for procgen setups where the full level exists up front.

◆ OneShotBoundsSource

World-bounds source used by the OneShotFull mode.

Enumerator
AutoFromSources 

Calculate from all collected build sources (Renderers, Colliders, Terrains).

FromBoxCollider 

Use a provided BoxCollider as explicit volume.

ManualBounds 

Use manual center/size from profile.

◆ OneShotStartMode

One shot baking control options.

Enumerator
Manual 
OnAwake 
OnStart