npm package discovery and stats viewer.

Discover Tips

  • General search

    [free text search, go nuts!]

  • Package details

    pkg:[package-name]

  • User packages

    @[username]

Sponsor

Optimize Toolset

I’ve always been into building performant and accessible sites, but lately I’ve been taking it extremely seriously. So much so that I’ve been building a tool to help me optimize and monitor the sites that I build to make sure that I’m making an attempt to offer the best experience to those who visit them. If you’re into performant, accessible and SEO friendly sites, you might like it too! You can check it out at Optimize Toolset.

About

Hi, 👋, I’m Ryan Hefner  and I built this site for me, and you! The goal of this site was to provide an easy way for me to check the stats on my npm packages, both for prioritizing issues and updates, and to give me a little kick in the pants to keep up on stuff.

As I was building it, I realized that I was actually using the tool to build the tool, and figured I might as well put this out there and hopefully others will find it to be a fast and useful way to search and browse npm packages as I have.

If you’re interested in other things I’m working on, follow me on Twitter or check out the open source projects I’ve been publishing on GitHub.

I am also working on a Twitter bot for this site to tweet the most popular, newest, random packages from npm. Please follow that account now and it will start sending out packages soon–ish.

Open Software & Tools

This site wouldn’t be possible without the immense generosity and tireless efforts from the people who make contributions to the world and share their work via open source initiatives. Thank you 🙏

© 2025 – Pkg Stats / Ryan Hefner

com.jonathan-defraiteur.unity.nav-mesh-components

v2019.3.0

Published

A fork of the official NavMesh Component to fits in package manager.

Downloads

7

Readme

Please use the branch matching the version of your Unity editor: master for the latest released version, 2019.3, 2018.3 for up to 2018.4-LTS and 2019.2, 2018.2, 2018.1, 2017.2 for up to 2017.4-LTS, 2017.1, 5.6.

Components for Runtime NavMesh Building

Here we introduce four components for the navigation system:

  • NavMeshSurface – for building and enabling a NavMesh surface for one agent type.
  • NavMeshModifier – affects the NavMesh generation of NavMesh area types, based on the transform hierarchy.
  • NavMeshModifierVolume – affects the NavMesh generation of NavMesh area types, based on volume.
  • NavMeshLink – connects same or different NavMesh surfaces for one agent type.

These components comprise the high level controls for building and using NavMeshes at runtime as well as edit time.

Detailed information can be found in the Documentation section or in the NavMesh building components section of the Unity Manual.

How To Get Started

Download and install Unity 5.6 or newer.

Clone or download this repository and open the project in Unity. Alternatively, you can copy the contents of Assets/NavMeshComponents to an existing project. Make sure to select a branch of the repository that matches the Unity version.

Additional examples are available in the Assets/Examples folder. The examples are provided "as is". They are neither generic nor robust, but serve as inspiration.

Note: During the beta cycle features and API are subject to change.
Make sure to backup an existing project before opening it with a beta build.

FAQ

Q: Can I bake a NavMesh at runtime?
A: Yes.

Q: Can I use NavMesh'es for more than one agent size?
A: Yes.

Q: Can I put a NavMesh in a prefab?
A: Yes - with some limitations.

Q: How do I connect two NavMesh surfaces?
A: Use the NavMeshLink to connect the two sides.

Q: How do I query the NavMesh for one specific size of agent?
A: Use the NavMeshQuery filter when querying the NavMesh.

Q: What's the deal with the 'DefaultExecutionOrder' attribute?
A: It gives a way of controlling the order of execution of scripts - specifically it allows us to build a NavMesh before the (native) NavMeshAgent component is enabled.

Q: What's the use of the new delegate 'NavMesh.onPreUpdate'?
A: It allows you to hook in to controlling the NavMesh data and links set up before the navigation update loop is called on the native side.

Q: Can I do moving NavMesh platforms?
A: No - new API is required for consistently moving platforms carrying agents.

Q: Is OffMeshLink now obsolete?
A: No - you can still use OffMeshLink - however you'll find that NavMeshLink is more flexible and have less overhead.

Q: What happened to HeightMesh and Auto Generated OffMeshLinks?
A: They're not supported in the new NavMesh building feature. HeightMesh will be added at some point. Auto OffMeshLink generation will possibly be replaced with a solution that allows better control of placement.