├── .gitignore ├── LICENSE ├── README.md └── UnityNavToCollider ├── .gitignore ├── Assets ├── NavToCollider.meta └── NavToCollider │ ├── Demo.meta │ ├── Demo │ ├── Demo.meta │ ├── Demo.unity │ ├── Demo.unity.meta │ └── Demo │ │ ├── NavMesh.asset │ │ └── NavMesh.asset.meta │ ├── Editor.meta │ ├── Editor │ ├── NavToColliderCreater.cs │ ├── NavToColliderCreater.cs.meta │ ├── NavToColliderEditor.cs │ └── NavToColliderEditor.cs.meta │ ├── Script.meta │ └── Script │ ├── NavToCollider.cs │ └── NavToCollider.cs.meta └── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Visual Studio 2015 cache directory 9 | /.vs/ 10 | 11 | # Autogenerated VS/MD/Consulo solution and project files 12 | ExportedObj/ 13 | .consulo/ 14 | *.csproj 15 | *.unityproj 16 | *.sln 17 | *.suo 18 | *.tmp 19 | *.user 20 | *.userprefs 21 | *.pidb 22 | *.booproj 23 | *.svd 24 | *.pdb 25 | 26 | # Unity3D generated meta files 27 | *.pidb.meta 28 | 29 | # Unity3D Generated File On Crash Reports 30 | sysinfo.txt 31 | 32 | # Builds 33 | *.apk 34 | *.unitypackage 35 | -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | MIT License 2 | 3 | Copyright (c) 2017 WuHuan 4 | 5 | Permission is hereby granted, free of charge, to any person obtaining a copy 6 | of this software and associated documentation files (the "Software"), to deal 7 | in the Software without restriction, including without limitation the rights 8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 9 | copies of the Software, and to permit persons to whom the Software is 10 | furnished to do so, subject to the following conditions: 11 | 12 | The above copyright notice and this permission notice shall be included in all 13 | copies or substantial portions of the Software. 14 | 15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE 21 | SOFTWARE. 22 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Unity NavMesh To Collider 2 | 导航网格生成碰撞体 3 | 4 | ## 原因 5 | 在使用 Unity 导航网格进行点击行路的时候,需要提供碰撞体以让鼠标进行射线检测,来得到目的地的坐标点。但是,当遇到比较复杂的地面时,简单的 Box 碰撞体是不够贴合地面的,使用 Mesh 碰撞体又会更耗费资源,所以需要一种简单快速的铺设 Box 碰撞体方案。 6 | 7 | ## 截图 8 | ![](http://img.blog.csdn.net/20171122203312235) 9 | 10 | ![](http://img.blog.csdn.net/20171122203333990) 11 | 12 | 13 | 14 | -------------------------------------------------------------------------------- /UnityNavToCollider/.gitignore: -------------------------------------------------------------------------------- 1 | /.vs/ 2 | /Library/ 3 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 210a4c3714f167a4cb7c22def7a59f74 3 | folderAsset: yes 4 | timeCreated: 1510226633 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca799f0b8300c21499c1819065fa629f 3 | folderAsset: yes 4 | timeCreated: 1510226641 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Demo/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f46b2dfc29e83ac4991274d04ba4e722 3 | folderAsset: yes 4 | timeCreated: 1510226691 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Demo/Demo.unity: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/akof1314/UnityNavToCollider/3b3d379c3a474414cee376ff5f49e1cb9a7c0bf0/UnityNavToCollider/Assets/NavToCollider/Demo/Demo.unity -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Demo/Demo.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8a234be6b95437e48a751a66fd781360 3 | timeCreated: 1510226649 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Demo/Demo/NavMesh.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/akof1314/UnityNavToCollider/3b3d379c3a474414cee376ff5f49e1cb9a7c0bf0/UnityNavToCollider/Assets/NavToCollider/Demo/Demo/NavMesh.asset -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Demo/Demo/NavMesh.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 942e56cb5c647a64bb1d397449336e72 3 | timeCreated: 1510731184 4 | licenseType: Pro 5 | NativeFormatImporter: 6 | mainObjectFileID: 23800000 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Editor.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ae42ac3ac91de73409ed18fbd6395995 3 | folderAsset: yes 4 | timeCreated: 1510227936 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Editor/NavToColliderCreater.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEditor; 4 | using UnityEngine; 5 | 6 | public class NavToColliderCreater 7 | { 8 | [MenuItem("Tool/NavToCollider Creater")] 9 | static void Init() 10 | { 11 | NavToCollider navToCollider = GameObject.FindObjectOfType(); 12 | if (navToCollider == null) 13 | { 14 | GameObject go = GameObject.Find("[NavToColliderManager]"); 15 | if (go) 16 | { 17 | navToCollider = Undo.AddComponent(go); 18 | } 19 | else 20 | { 21 | navToCollider = new GameObject("[NavToColliderManager]").AddComponent(); 22 | Undo.RegisterCreatedObjectUndo(navToCollider.gameObject, "Create object"); 23 | } 24 | } 25 | 26 | Selection.activeGameObject = navToCollider.gameObject; 27 | EditorGUIUtility.PingObject(navToCollider.gameObject); 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Editor/NavToColliderCreater.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 54324e9a303d1ac4bac98d5506361fe8 3 | timeCreated: 1510227952 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Editor/NavToColliderEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using System.Linq; 3 | using UnityEditor; 4 | using UnityEngine; 5 | using UnityEngine.AI; 6 | 7 | [CustomEditor(typeof(NavToCollider))] 8 | public class NavToColliderEditor : Editor 9 | { 10 | private NavToCollider m_NavToCollider; 11 | private List m_SelectedVerts; 12 | private List m_Colliders; 13 | private Collider m_SelectedCollider; 14 | private NavMeshTriangulation m_NavMeshTriangulation; 15 | private List m_RegionVerts; 16 | private static Vector3 regionCenter = new Vector3(30f, -20f, 30f); 17 | private static Vector3 regionSize = new Vector3(100f, 50f, 100f); 18 | private static int colliderLayer = 0; 19 | 20 | void OnEnable() 21 | { 22 | m_NavToCollider = target as NavToCollider; 23 | m_SelectedVerts = new List(); 24 | m_RegionVerts = new List(); 25 | m_Colliders = m_NavToCollider.GetComponentsInChildren(true).ToList(); 26 | m_NavMeshTriangulation = NavMesh.CalculateTriangulation(); 27 | UnityEditor.Tools.hidden = true; 28 | } 29 | 30 | public void OnDisable() 31 | { 32 | UnityEditor.Tools.hidden = false; 33 | } 34 | 35 | public override void OnInspectorGUI() 36 | { 37 | EditorGUILayout.Space(); 38 | EditorGUILayout.Space(); 39 | 40 | EditorGUI.BeginChangeCheck(); 41 | regionCenter = EditorGUILayout.Vector3Field("Region Center", regionCenter); 42 | regionSize = EditorGUILayout.Vector3Field("Region Size", regionSize); 43 | if (EditorGUI.EndChangeCheck()) 44 | { 45 | SceneView.RepaintAll(); 46 | } 47 | colliderLayer = EditorGUILayout.LayerField("Collider Layer", colliderLayer); 48 | 49 | EditorGUILayout.Space(); 50 | if (GUILayout.Button("Show Verticies from Selected Region")) 51 | { 52 | ShowSelectedRegion(); 53 | } 54 | 55 | EditorGUILayout.Space(); 56 | EditorGUILayout.BeginHorizontal(); 57 | if (GUILayout.Button("Create Box from Selected Verticies[" + m_SelectedVerts.Count + "]")) 58 | { 59 | GenBoxCollider(); 60 | } 61 | EditorGUILayout.EndHorizontal(); 62 | 63 | EditorGUILayout.Space(); 64 | if (GUILayout.Button("Remove Box from Selected Collider[" + (m_SelectedCollider != null ? "1" : "0") + "]")) 65 | { 66 | RemoveSelectedCollider(); 67 | } 68 | 69 | EditorGUILayout.Space(); 70 | if (GUILayout.Button("Finish")) 71 | { 72 | Undo.DestroyObjectImmediate(target); 73 | } 74 | } 75 | 76 | void OnSceneGUI() 77 | { 78 | OnShowRegion(); 79 | OnShowVerts(); 80 | CheckSelectedCollider(); 81 | OnShowSelectedCollider(); 82 | } 83 | 84 | private void OnShowRegion() 85 | { 86 | switch (UnityEditor.Tools.current) 87 | { 88 | case Tool.Move: 89 | DrawMoveHandle(); 90 | break; 91 | case Tool.Rect: 92 | DrawRectHandle(); 93 | break; 94 | case Tool.Scale: 95 | DrawScaleHandle(); 96 | break; 97 | } 98 | 99 | Handles.color = Color.red; 100 | Handles.DrawWireCube(regionCenter, regionSize); 101 | } 102 | 103 | private void OnShowVerts() 104 | { 105 | Handles.color = Color.blue; 106 | for (int i = 0; i < m_RegionVerts.Count; i++) 107 | { 108 | var vertex = m_RegionVerts[i]; 109 | if (m_SelectedVerts.Contains(vertex)) 110 | { 111 | continue; 112 | } 113 | 114 | float pointHandleSize = HandleUtility.GetHandleSize(vertex) * 0.04f; 115 | float pointPickSize = pointHandleSize * 0.7f; 116 | 117 | if (Handles.Button(vertex, Quaternion.identity, pointHandleSize, pointPickSize, Handles.DotHandleCap)) 118 | { 119 | m_SelectedVerts.Add(vertex); 120 | Repaint(); 121 | return; 122 | } 123 | } 124 | 125 | Handles.color = Color.green; 126 | foreach (var vertex in m_SelectedVerts) 127 | { 128 | float pointHandleSize = HandleUtility.GetHandleSize(vertex) * 0.04f; 129 | float pointPickSize = pointHandleSize * 0.7f; 130 | 131 | Handles.DotHandleCap(0, vertex, Quaternion.identity, pointPickSize, EventType.repaint); 132 | } 133 | } 134 | 135 | private void CheckSelectedCollider() 136 | { 137 | foreach (var collider in m_Colliders) 138 | { 139 | if (!collider) 140 | { 141 | continue; 142 | } 143 | 144 | Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition); 145 | RaycastHit hit; 146 | if (collider.Raycast(ray, out hit, Mathf.Infinity)) 147 | { 148 | m_SelectedCollider = collider; 149 | Repaint(); 150 | break; 151 | } 152 | } 153 | } 154 | 155 | private void OnShowSelectedCollider() 156 | { 157 | if (!m_SelectedCollider) 158 | { 159 | return; 160 | } 161 | 162 | Transform tf = m_SelectedCollider.transform; 163 | BoxCollider bc = m_SelectedCollider as BoxCollider; 164 | if (!bc) 165 | { 166 | return; 167 | } 168 | Handles.color = Color.yellow; 169 | Handles.matrix = tf.localToWorldMatrix; 170 | Handles.DrawWireCube(bc.center, bc.size); 171 | Handles.matrix = Matrix4x4.identity; 172 | } 173 | 174 | void DrawMoveHandle() 175 | { 176 | regionCenter = Handles.PositionHandle(regionCenter, Quaternion.identity); 177 | } 178 | 179 | void DrawScaleHandle() 180 | { 181 | float s = Vector3.Distance(Camera.current.transform.position, regionCenter) / 5.0f; 182 | regionSize = Handles.ScaleHandle(regionSize, regionCenter, Quaternion.identity, s); 183 | } 184 | 185 | void DrawRectHandle() 186 | { 187 | float max = regionCenter.x + regionSize.x / 2; 188 | float may = regionCenter.y + regionSize.y / 2; 189 | float maz = regionCenter.z + regionSize.z / 2; 190 | float mix = regionCenter.x - regionSize.x / 2; 191 | float miy = regionCenter.y - regionSize.y / 2; 192 | float miz = regionCenter.z - regionSize.z / 2; 193 | 194 | Vector3 p1 = Handles.PositionHandle(new Vector3(max, may, maz), Quaternion.identity); 195 | max = p1.x; may = p1.y; maz = p1.z; 196 | Vector3 p2 = Handles.PositionHandle(new Vector3(max, may, miz), Quaternion.identity); 197 | max = p2.x; may = p2.y; miz = p2.z; 198 | Vector3 p3 = Handles.PositionHandle(new Vector3(max, miy, maz), Quaternion.identity); 199 | max = p3.x; miy = p3.y; maz = p3.z; 200 | Vector3 p4 = Handles.PositionHandle(new Vector3(mix, may, maz), Quaternion.identity); 201 | mix = p4.x; may = p4.y; maz = p4.z; 202 | Vector3 p5 = Handles.PositionHandle(new Vector3(mix, miy, miz), Quaternion.identity); 203 | mix = p5.x; miy = p5.y; miz = p5.z; 204 | Vector3 p6 = Handles.PositionHandle(new Vector3(mix, miy, maz), Quaternion.identity); 205 | mix = p6.x; miy = p6.y; maz = p6.z; 206 | Vector3 p7 = Handles.PositionHandle(new Vector3(mix, may, miz), Quaternion.identity); 207 | mix = p7.x; may = p7.y; miz = p7.z; 208 | Vector3 p8 = Handles.PositionHandle(new Vector3(max, miy, miz), Quaternion.identity); 209 | max = p8.x; miy = p8.y; miz = p8.z; 210 | 211 | regionCenter.x = (max + mix) / 2; 212 | regionCenter.y = (may + miy) / 2; 213 | regionCenter.z = (maz + miz) / 2; 214 | regionSize.x = (regionCenter.x - mix) * 2; 215 | regionSize.y = (regionCenter.y - miy) * 2; 216 | regionSize.z = (regionCenter.z - miz) * 2; 217 | } 218 | 219 | private void GenMeshCollider() 220 | { 221 | GameObject go = new GameObject("Mesh Collider"); 222 | MeshCollider mc = go.AddComponent(); 223 | go.transform.SetParent(m_NavToCollider.transform, false); 224 | Undo.RegisterCreatedObjectUndo(go, "GenMeshCollider"); 225 | 226 | var ct = NavMesh.CalculateTriangulation(); 227 | Mesh mesh = new Mesh(); 228 | mesh.vertices = ct.vertices; 229 | mesh.triangles = ct.indices; 230 | mc.sharedMesh = mesh; 231 | } 232 | 233 | private void GenBoxCollider(bool xAxis = false) 234 | { 235 | if (m_SelectedVerts.Count <= 1) 236 | { 237 | return; 238 | } 239 | 240 | Transform tf = m_NavToCollider.transform; 241 | GameObject go = new GameObject("Box Collider"); 242 | go.transform.SetParent(tf, false); 243 | Undo.RegisterCreatedObjectUndo(go, "GenBoxCollider"); 244 | 245 | List vertList = new List(); 246 | foreach (var vertex in m_SelectedVerts) 247 | { 248 | vertList.Add(vertex); 249 | } 250 | 251 | Transform tf2 = go.transform; 252 | // 三点先构建一个平面 253 | if (vertList.Count >= 3) 254 | { 255 | Plane plane = new Plane(vertList[0], vertList[1], vertList[2]); 256 | Quaternion rotation = Quaternion.FromToRotation(tf2.up, -plane.normal) * tf2.rotation; 257 | tf2.rotation = rotation; 258 | } 259 | 260 | vertList.Clear(); 261 | foreach (var vertex in m_SelectedVerts) 262 | { 263 | vertList.Add(tf2.InverseTransformPoint(vertex)); 264 | } 265 | 266 | Vector3 min = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity); 267 | Vector3 max = new Vector3(-Mathf.Infinity, -Mathf.Infinity, -Mathf.Infinity); 268 | foreach (var vertex in vertList) 269 | { 270 | min.x = Mathf.Min(vertex.x, min.x); 271 | min.y = Mathf.Min(vertex.y, min.y); 272 | min.z = Mathf.Min(vertex.z, min.z); 273 | 274 | max.x = Mathf.Max(vertex.x, max.x); 275 | max.y = Mathf.Max(vertex.y, max.y); 276 | max.z = Mathf.Max(vertex.z, max.z); 277 | } 278 | Vector3 size = max - min; 279 | Vector3 center = (max + min) / 2; 280 | 281 | BoxCollider bc = go.AddComponent(); 282 | bc.size = size; 283 | bc.center = center; 284 | m_Colliders.Add(bc); 285 | m_SelectedVerts.Clear(); 286 | go.layer = colliderLayer; 287 | } 288 | 289 | private void RemoveSelectedCollider() 290 | { 291 | if (m_SelectedCollider) 292 | { 293 | Undo.DestroyObjectImmediate(m_SelectedCollider.gameObject); 294 | m_SelectedCollider = null; 295 | } 296 | } 297 | 298 | private void ShowSelectedRegion() 299 | { 300 | Bounds bounds = new Bounds(regionCenter, regionSize); 301 | m_RegionVerts.Clear(); 302 | foreach (var vertex in m_NavMeshTriangulation.vertices) 303 | { 304 | if (bounds.Contains(vertex)) 305 | { 306 | m_RegionVerts.Add(vertex); 307 | } 308 | } 309 | SceneView.RepaintAll(); 310 | } 311 | } 312 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Editor/NavToColliderEditor.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b45a6c18236fff3489dfdda6c2d88e75 3 | timeCreated: 1510279422 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2bf1ae50e762f8e4f9616cd40d98e444 3 | folderAsset: yes 4 | timeCreated: 1510279393 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Script/NavToCollider.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class NavToCollider : MonoBehaviour 4 | { 5 | } 6 | -------------------------------------------------------------------------------- /UnityNavToCollider/Assets/NavToCollider/Script/NavToCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 64634701e0e8d7c43add32ac87644653 3 | timeCreated: 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