public void UpdateWalls() { for (int i = 0; i < WorldMesh.gridWidth; i++) { for (int j = 0; j < WorldMesh.gridHeight; j++) { if (WorldMesh.ReturnTile(i, j).myType == Tile.TileType.WALL) { NavigationMesh.SetOccupiedGrid(WorldMesh.ReturnTile(i, j)); } } } }