Hi, What's the difference between NavMeshBuildSourceShape.ModifierBox and NavMeshBuildSourceShape.Box? Thank you!
If I'm understanding this correctly from documentation, a box is used as simple geometry the mesh can be built on, like when you place a cube in your scene and build a NavMesh on it. A modifierbox however is a volume used to change the surface area type of the navmesh, with this you can draw an area that has a different cost, like the built-in walkable, not-walkable, and jump areas.
@Yandalf thank you for the quick reply. However looking at NavMeshBuildSource.shape I can set the shape field to either NavMeshBuildSourceShape.Box or NavMeshBuildSourceShape.ModifierBox, NavMeshBuildSource.area = 1 (assuming 1 is non-walkable) and specify the size and position using NavMeshBuildSourceShape.size and NavMeshBuildSourceShape.transform. I'm unsure if the documentation is lacking here or I'm missing something
Writing this in case it helps someone. I'm not 100% if it's accurate: NavMeshBuildSourceShape.Box is to describe a box primitive. However it's assumed to be an empty box (as opposed to a filled/solid box). So NavMesh will exist in the insides of the Box and also on the surface. Now, NavMesh generation involves creating a voxel representation and checking which voxels are "walkable". So NavMeshBuildSourceShape.ModifierBox override a chunk of these voxels as having a different cost. The chunk is defined by the size and position of the ModifierBox. At least that's what makes sense to me based on trying a couple of combinations. Hope it will be useful for someone