public static extern bool createNavmesh(ref Config cfg, ref PolyMesh pmesh, ref PolyMeshDetail dmesh, ref IntPtr navData, ref int dataSize);
void BakeSingleTile() { UpdateProgress(0f); int nverts = 0; float[] verts = null; int ntris = 0; int[] tris = null; ProcessTerrain(ref verts, ref nverts, ref tris, ref ntris); UpdateProgress(0.25f); config.walkableHeight = (int)Math.Ceiling(ecfg.AgentHeight / config.ch); config.walkableClimb = (int)Math.Floor(ecfg.AgentMaxClimb / config.ch); config.walkableRadius = (int)Math.Ceiling(ecfg.AgentRadius / config.cs); config.maxEdgeLen = (int)(EdgeLen / config.cs); config.minRegionArea = (int)Math.Pow(RegionMinSize, 2); config.mergeRegionArea = (int)Math.Pow(RegionMergeSize, 2); config.detailSampleDist = DetailSampleDist < 0.9f ? 0 : config.cs * DetailSampleDist; config.detailSampleMaxError = DetailSampleMaxError * config.ch; // Generate Recast Recast.handleBuild(ref config, verts, nverts, tris, ntris); // Fetch navmeshes IntPtr polyPtr = Recast.getPolyMesh(); IntPtr detailPtr = Recast.getPolyMeshDetail(); PolyMesh mesh = (PolyMesh)Marshal.PtrToStructure(polyPtr, typeof(PolyMesh)); PolyMeshDetail detail = (PolyMeshDetail)Marshal.PtrToStructure(detailPtr, typeof(PolyMeshDetail)); UpdateProgress(0.5f); // Create asset PolyMeshAsset asset = CustomAssetUtility.CreateAssetWithoutSaving <PolyMeshAsset>(); // Save config asset.config = config; // Set poly data asset.PolyMesh.nverts = mesh.nverts; asset.PolyMesh.npolys = mesh.npolys; asset.PolyMesh.maxpolys = mesh.maxpolys; asset.PolyMesh.nvp = mesh.nvp; CopyArray <float>(mesh.bmin, ref asset.PolyMesh.bmin, 3); CopyArray <float>(mesh.bmax, ref asset.PolyMesh.bmax, 3); asset.PolyMesh.cs = mesh.cs; asset.PolyMesh.ch = mesh.ch; asset.PolyMesh.borderSize = mesh.borderSize; asset.PolyMesh.verts = new ushort[3 * mesh.nverts]; CopyArray(mesh.verts, asset.PolyMesh.verts, 3 * mesh.nverts); asset.PolyMesh.polys = new ushort[mesh.maxpolys * 2 * mesh.nvp]; CopyArray(mesh.polys, asset.PolyMesh.polys, mesh.maxpolys * 2 * mesh.nvp); asset.PolyMesh.regs = new ushort[mesh.maxpolys]; CopyArray(mesh.regs, asset.PolyMesh.regs, mesh.maxpolys); asset.PolyMesh.flags = new ushort[mesh.npolys]; CopyArray(mesh.flags, asset.PolyMesh.flags, mesh.npolys); asset.PolyMesh.areas = new byte[mesh.maxpolys]; CopyArray(mesh.areas, asset.PolyMesh.areas, mesh.maxpolys); // Set detail data asset.PolyDetailMesh.nmeshes = detail.nmeshes; asset.PolyDetailMesh.nverts = detail.nverts; asset.PolyDetailMesh.ntris = detail.ntris; asset.PolyDetailMesh.meshes = new uint[4 * detail.nmeshes]; CopyArray(detail.meshes, asset.PolyDetailMesh.meshes, 4 * detail.nmeshes); asset.PolyDetailMesh.verts = new float[3 * detail.nverts]; CopyArray(detail.verts, asset.PolyDetailMesh.verts, 3 * detail.nverts); asset.PolyDetailMesh.tris = new byte[4 * detail.ntris]; CopyArray(detail.tris, asset.PolyDetailMesh.tris, 4 * detail.ntris); // Save asset again UpdateProgress(0.75f); CustomAssetUtility.SaveAsset <PolyMeshAsset>(asset); // Close window UpdateProgress(0f); EditorUtility.ClearProgressBar(); }