SceneGameRecastData(bpy_struct)

base class — bpy_struct

class bpy.types.SceneGameRecastData(bpy_struct)

Recast data for a Game data-block

agent_height

Minimum height where the agent can still walk

Type:float in [-inf, inf], default 2.0
agent_radius

Radius of the agent

Type:float in [-inf, inf], default 0.6
cell_height

Rasterized cell height

Type:float in [-inf, inf], default 0.2
cell_size

Rasterized cell size

Type:float in [-inf, inf], default 0.3
climb_max

Maximum height between grid cells the agent can climb

Type:float in [-inf, inf], default 0.9
edge_max_error

Maximum distance error from contour to cells

Type:float in [-inf, inf], default 1.3
edge_max_len

Maximum contour edge length

Type:float in [-inf, inf], default 12.0
partitioning

Choose partitioning method

  • WATERSHED Watershed, Classic Recast partitioning method generating the nicest tessellation.
  • MONOTONE Monotone, Fastest navmesh generation method, may create long thin polygons.
  • LAYERS Layers, Reasonably fast method that produces better triangles than monotone partitioning.
Type:enum in [‘WATERSHED’, ‘MONOTONE’, ‘LAYERS’], default ‘WATERSHED’
region_merge_size

Minimum regions size (smaller regions will be merged)

Type:float in [-inf, inf], default 20.0
region_min_size

Minimum regions size (smaller regions will be deleted)

Type:float in [-inf, inf], default 8.0
sample_dist

Detail mesh sample spacing

Type:float in [-inf, inf], default 6.0
sample_max_error

Detail mesh simplification max sample error

Type:float in [-inf, inf], default 1.0
slope_max

Maximum walkable slope angle

Type:float in [0, 1.5708], default 0.785398
verts_per_poly

Max number of vertices per polygon

Type:int in [-inf, inf], default 6

Inherited Properties

Inherited Functions

References