Method WaitForNavMeshAt
- Namespace
- GrindFest
- Assembly
- GrindFest.dll
WaitForNavMeshAt(Vector3, float, bool)
Waits for a NavMesh near worldPos, reporting what it measured while it waits.
public static IEnumerator WaitForNavMeshAt(Vector3 worldPos, float timeout = 120, bool required = false)
Parameters
Returns
Remarks
The sibling of WaitForTerrainAt(Vector3, float, bool) and it has to exist separately, because the two are different questions with very different timings. Measured on the Linux player: the ground under the hero was ready in 2 s, while the NavMesh at that same position took 50.2 s - and the triangulation had zero vertices until then, i.e. no bake had happened at all yet, so that was slow rather than a wrong probe. A hero whose NavMeshAgent failed to be created still walks into GoTo and dies with a NullReferenceException that says nothing about what happened, which is how MovementTests failed on Linux while passing on Windows in 9.2 s.
required defaults to false because this is infrastructure: the honest outcome is
that the tests needing an agent fail, not that the whole run aborts.