in order to get our characters
navigating around a scene we first need
to create a navmesh the act of creating
an app mesh is called baking in unity we
can create a nav mesh using the
navigation view to open the navigation
view click window navigation the
navigation view like any other window in
unity is fully resizable and dockable we
can see that the navigation view is
broken up into three tabs object baked
and layers in order to bake an app mesh
we must tell unity which objects are
navigation static this means that those
objects don't move and can be used to
calculate the walkable areas in a scene
objects that are usually navigation
static are things like floors walls and
static obstacles we specify these
objects in the object tab of the
navigation view by selecting the game
object we want and checking navigation
static alternatively we can set the game
object to navigation static in the
inspector view by clicking the static
drop down and selecting navigation
static the off mesh link generation
checkbox determines whether or not unity
will attempt to create off mesh links
more information on off mesh links can
be found in the lesson linked below
finally you can choose a navigation
layer for the selected object by default
there are three layers default not
walkable and jump layers will be covered
in greater detail later in this video we
will want to continue applying the
navigation static checkbox to every game
object that should be factored in when
calculating a nav mesh we can use
filters to change how the objects appear
in the hierarchy view so that selecting
objects becomes easier
all will show us all objects mesh
renderers will show us the objects that
have a mesh renderer component and
terranes will show us any terrains in
the scene the layers tab is where you
can create and edit different navigation
layers besides the three built in layers
we can create several user-defined
layers these layers can be given
different cost which will be factored
into navigation for instance the default
layer could constitute a road where
traveling is easy it has a cost of one
you could also have a mud layer which is
much more difficult to walk on and give
it a weight of say three for example
this means that when calculating a path
characters are more likely to avoid
objects set to the mud layer because it
is more difficult to walk on the big tab
is where we choose our nav mesh
properties the radius determines how
close the character can get to a wall or
other obstacle it also defines the
narrowest path a character can walk on
the height property dictates how tall
the ceiling must be for a character to
walk below it for instance even if there
is a clear path the ceiling might be too
low for character to pass max slope
allows you to specify how steep a slope
must be before it is considered a wall
and thus impassable the step height
property determines how tall an
individual step or bump can be before it
will block a character the generated off
mesh links properties will be covered in
detail in the lesson linked below there
are also a few advanced settings you can
use the defaults are fine for most
situations the min region area specifies
the minimum area a surface must have for
to be included in the navmesh the in
accuracy percentage properties allow you
to specify how accurate or inaccurate
the mesh will be around its edges
finally you can choose to also have a
height mesh created this will improve
movement accuracy though it will make
generations slower once all of our
properties are set we will want to click
the bake button this will generate our
nav mesh when complete the nav mesh will
appear as a blue layer all areas that
are blue are walkable you should note
that if you don't see the blue layer you
should ensure that the show nav mesh
option in the scene view is checked
you