Search Unity

UnityEngine.AI.NavMesh.CalculateTriangulationNonAlloc()?

Discussion in 'Navigation' started by Seraphic-Dragon, May 22, 2018.

  1. Seraphic-Dragon

    Seraphic-Dragon

    Joined:
    Jan 26, 2015
    Posts:
    4
    Just out of curiosity, does Unity provide a non allocation version of UnityEngine.AI.NavMesh.CalculateTriangulation()? Like (for thought):

    UnityEngine.AI.NavMesh.CalculateTriangulationNonAlloc(List<int> areas, List<int> indices , List<Vector3> vertices)

    and/or you want to use arrays...

    UnityEngine.AI.NavMesh.CalculateTriangulationNonAlloc(int[] areas, out areaCount, Vector3[] vertices, out int vertexCount, int[] indices, out indexCount)?


    I'm not suffering from the GC, but just wondering why Unity never really implemented an efficient, reusable solution (especially if you're using Runtime NavMesh Generation).