private void Start() { // To "Bake" the node map to capture untraversable areas. Whill scan the each node on wallTileMap for untraversable tiles on nodeMap nodeMap.BakeBlockedMap(wallTileMap); // Baking traversable but not desirable areas with 1.5 cost nodeMap.BakeCostMap(LayerMask.GetMask("Water"), 1.5f); /* * For 3D map baking * * Overloaded method, takes integer repersenting LayerMask id for *IGNORED* physics layer * * Scans each node with Physics.CheckSphere() for colliders around node, any collider detected not in above mentioned LayerMask will be consider an obstacle. * Therefore, marking that node as untraversable. */ // nodeMap.BakeBlockedMap(LayerMask.GetMask("Ignore Raycast")); // Save baked map as "MyNodeMap.bin" at ../UnityProjectFile/Assets/MyNodeMap.bin nodeMap.Save("MyNodeMap"); // Load baked map from ../UnityProjectFile/Assets/MyNodeMap.bin nodeMap = NodeMap.Load("MyNodeMap"); }