[This is preliminary documentation and is subject to change.]

The y-axis voxel size to use when sampling the source geometry. [Limit >= MinCellSize]

Namespace: org.critterai.nmgen
Assembly: cai-nmgen (in cai-nmgen.dll) Version: 0.4.0.0 (0.4.0.0)

Syntax

         
 C#  Visual Basic  Visual C++ 
public float YCellSize { get; set; }
Public Property YCellSize As Single
	Get
	Set
public:
property float YCellSize {
	float get ();
	void set (float value);
}

Remarks

Also known at the the 'voxel size' for the y-axis.

Effects how accurately the height of the final navigation mesh can conform to the source geometry. It has side effects on most parameters that apply to the y-axis.

This parameter is based primarily on how far up/down the agent can step. Start with (maxAgentStep / 2.5) and decrease as needed. Note that 'game world' geometry is usually designed for a maximum agent step that is larger than in the real world. Maximum agent step can sometimes be as high as (maxAgentHeight / 2)

Smaller values can result in a moderate increase in build times. The effect on memory is minimal.

See Also