Table of Contents

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

worldPos Vector3
timeout float
required bool

Returns

IEnumerator

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.