Welcome!
Welcome to the NavMesh Painter documentation! Here, you’ll find everything you need to fully utilize the capabilities of your Unity NavMesh painting and management tool.
What is NavMesh Painter?
NavMesh Painter is a comprehensive toolset for Unity that allows developers to quickly and intuitively paint, configure, and manage NavMesh elements directly within the Unity editor. With a powerful suite of features, NavMesh Painter simplifies the creation and fine-tuning of navigation zones, giving you control over NavMesh areas, agent modifiers, and much more. Whether for level design or complex navigation setups, NavMesh Painter empowers you to shape navigation meshes with precision.
Why Choose NavMesh Painter?
Intuitive Painting Interface: NavMesh Painter enables you to paint NavMesh areas directly in the Scene view with a fully customizable brush, offering both drawing and erasing modes to fine-tune navigation zones with ease.
Configurable NavMesh Modifiers: With NavMesh Painter, you can assign custom properties to painted areas, including walkability, agent modifiers, and custom area types, adapting your NavMesh for different gameplay scenarios and AI behavior.
Optimized Workflow: Designed with productivity in mind, NavMesh Painter prevents overlap of painted meshes, provides real-time feedback, and includes advanced undo functionality, making it ideal for designers who need a smooth and efficient workflow.
Key Features
Painting & Erasing Modes: Flexible painting and erasing capabilities in the Scene view, with real-time feedback and adjustable brush settings.
Modifier Configuration: Assign custom NavMesh properties, set areas as Walkable, Not Walkable, or Jump, and specify agent types affected by each area, giving you full control over navigation behavior.
Optimized NavMesh Management: Clear, manage, and export NavMesh data seamlessly, ensuring optimal performance and adaptability for your projects.
What is NavMesh Eraser ?
NavMesh Eraser is a specialized Unity tool designed to provide precision control over NavMesh data by allowing developers to selectively remove unwanted navigation areas directly in the Scene view. This tool offers a powerful, non-destructive workflow for refining baked NavMeshes, ensuring that only the essential navigation zones remain. Whether you need to remove navigation from small cluttered areas or correct areas baked incorrectly, NavMesh Eraser gives you the tools to make fine adjustments with ease.
Why Choose NavMesh Eraser ?
Precision Control with Selective Removal: NavMesh Eraser enables developers to easily identify and remove undesired NavMesh zones by painting them out in real-time. This eliminates the need for full rebakes while providing a high level of control over navigation boundaries.
Two Flexible Removal Modes: Choose between using "Not Walkable" modifiers, which are efficient for quick adjustments, or direct removal of NavMesh data for more permanent edits, allowing you to adapt NavMesh behavior to suit any design need.
Streamlined Integration with NavMesh Workflow: NavMesh Eraser is designed to complement Unity’s NavMesh baking workflow seamlessly. Its integration with NavMeshSurface management allows for efficient removal and rebaking of adjusted NavMeshes, saving time in complex navigation setups.
Key Features
Two Removal Modes: Choose from two distinct removal methods — add "Not Walkable" areas via NavMeshModifier volumes for a non-destructive approach or remove NavMesh data directly for permanent changes to navigation.
Configurable Brush Tool: NavMesh Eraser offers an adjustable brush with various sizes and intensities, allowing you to cover small details or large areas as needed.
Real-Time Feedback and Visualization: The tool provides a visual overlay in the Scene view, displaying marked "Not Walkable" zones to give you immediate feedback on your edits.
Multi-Surface Support: In scenes with multiple NavMesh surfaces, NavMesh Eraser allows selective targeting of specific surfaces or all surfaces at once, giving you complete control over complex navigation environments.
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