์•„์ง ๊ฐœ๋ฐœ์ค‘... ๋‚ด์ผ ์™„๋ฃŒํ•  ์˜ˆ์ •.

์ฟ ํŒก ๋›ฐ๋ฉด์„œ ํž˜๋“ค์–ด์„œ ๊ฐœ๋ฐœ์„ ๋งŽ์ด ๋ชปํ•จ. ๋ชธ์ด ์ต์ˆ™ํ•ด์ง€๋ฉด ๊ดœ์ฐฎ์•„์ง€๊ฒ ์ง€ ๋ญ!!


์ผ๋‹จ์€ ๋ฐœ์‚ฌ์ฒด๊ฐ€ ๊ด€ํ†ตํ˜•์œผ๋กœ ์ œํ•œ ๋ฒ”์œ„๊นŒ์ง€ ์ด๋™ํ•˜๋„๋ก ๊ตฌํ˜„ํ•ด๋†“์Œ.


๋„ค๋น„๋ฉ”์‹œ ์‚ฌ์ด์ฆˆ๋กœ ์ œํ•œ๋ฒ”์œ„๋ฅผ ๊ตฌํ•˜๋Š” ๋ฐฉ๋ฒ•๊ณผ ํ•˜๋“œํ•˜๊ฒŒ ๋นˆ๊ฒŒ์ž„์˜ค๋ธŒ์ ํŠธ๋กœ ์ œํ•œ๋ฒ”์œ„๋ฅผ ํ‘œ์‹œํ• ๊นŒ ๊ณ ๋ฏผํ•˜๋‹ค๊ฐ€ ํ•˜๋“œํ•˜๊ฒŒ ๊ตฌํ˜„ํ–ˆ๋‹ค๊ฐ€ ๋‚˜์ค‘์— ๋งต ์‚ฌ์ด์ฆˆ ๋ฐ”๋€Œ์–ด์„œ ๋ฒ„๊ทธ ์ƒ๊ธธ ์ˆ˜๋„ ์žˆ์„๊ฑฐ ๊ฐ™์•„์„œ ๋„ค๋น„๋ฉ”์‰ฌ ์‚ฌ์ด์ฆˆ๋กœ ์ œํ•œ๋ฒ”์œ„๋ฅผ ๊ตฌํ•˜๋Š” ๋ฐฉ์‹์œผ๋กœ ํ•ด๋†จ์Œ.


private void CalculateNavMeshSize()

{

NavMeshTriangulation navMeshData = NavMesh.CalculateTriangulation();

Vector3[] vertices = navMeshData.vertices;

int[] triangles = navMeshData.indices;


Bounds bounds = new Bounds(vertices[triangles[0]], Vector3.zero);


for (int i = 0; i < triangles.Length; i++)

{

Vector3 vertex = vertices[triangles[i]];

bounds.Encapsulate(vertex);

}


navMeshSize = bounds.size;

}



ํ† ๋„ค์ด๋„์— ํ‹ฐ๊ฒฉ ๋‹นํ•œ ์ตœ๋Œ€ 3๋ช…์€ ํ† ๋„ค์ด๋„์˜ ์˜ํ–ฅ๋ ฅ์— ๋นจ๋ ค๋“ค์–ด๊ฐ€ ๊ณต์ค‘์— ๋ถ•๋ถ• ๋– ๋‹ค๋‹ˆ๋Š” ๊ฒƒ์„ ๊ตฌํ˜„ํ•  ์ƒ๊ฐ.


์ง€๊ธˆ ๋‹น์žฅ ๊ฑฑ์ •ํ•˜๋Š”๊ฑด

ํ† ๋„ค์ด๋„์— ๋Œ๋ ค๋‹ค๋‹ˆ๊ฐ€๋‹ค ํ•„๋“œ ๋ฐ–์œผ๋กœ ๋‚˜๊ฐ€๊ฒŒ ๋˜๋ฉด ์–ด์ฐŒ ๋ ์ง€..?(์ถ”๋ฝํ• ๊ฑฐ๊ฐ™์Œ) ์ถ”๋ฝํ•œ๋‹ค๋ฉด ์ด๊ฑธ ์–ด์ฐŒ ์ฒ˜๋ฆฌํ•ด์•ผ ํ• ์ง€ ๊ณ ๋ฏผ๋จ.

์ถ”๋ฝ์‚ฌ๋กœ ํ•œ๋‹ค? --> ๋ฒจ๋ถ•

๋ฐ๋“œ ์กด์œผ๋กœ ๋–จ์–ด์ง€๋ฉด ํ•„๋“œ ์ ๋‹นํ•œ ๊ณณ์— ์ฐฉ๋ฅ™์‹œํ‚จ๋‹ค? --> ๋ฒ„๊ทธ์ฒ˜๋Ÿผ ๋А๊ปด์งˆ๊ฑฐ๊ฐ™์€?