Navigation navigation interface, under the areas page is to classify the navigation area (equivalent to layering), as well as set different consumption cost for each category, the meaning is that the navigation algorithm will be calculated to add up the lowest consumption of the path (not necessarily the shortest possible path to the visual). For example, to set up a swamp on the ground, create a new classification of the terrain, and set a high consumption, then under normal circumstances, the pathfinding will bypass the area and take the lower route of other consumption. However, if the dynamically generated object in the game blocks the other path, only the path can go, then the character will navigate through the swamp.
So the function of this interface is to customize the classification for each terrain and to customize the ease with which it can walk, to influence the selection of navigation paths.
Learning materials:
- http://www.maiziedu.com/course/540-8184/
"Unity note" Pathfinding navigation navigation area areas and consumption cost