first commit

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lethanhsonvsp
2025-11-17 15:36:52 +07:00
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#if UNITY_EDITOR || UNITY_STANDALONE
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
class AddDynamicOffMeshLinkWorks : OffMeshLinkTestBase
{
const string k_SceneName = "OffMeshLinkTwoPlanesScene";
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
}
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })] //MTT-4133 Fails on Dedicated Server
public IEnumerator OffMeshLink_WhenAddedToGameObject_BecomesUsableImmediately()
{
CreateBiDirectionalLink(true);
m_Agent.SetDestination(m_PlaneEnd.position);
yield return null;
Assert.That(m_Agent.pathStatus, Is.EqualTo(NavMeshPathStatus.PathComplete), "DynamicOffMeshLink has not been created.");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
using UnityEngine.TestTools.Utils;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[Category("RegressionTest")]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
class AgentCustomLinkMovement : OffMeshLinkTestBase
{
const string k_SceneName = "OffMeshLinkTwoPlanesScene";
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
}
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })] //MTT-4133 Fails on Dedicated Server
public IEnumerator Agent_WithoutAutoTraverseOnOffMeshLink_DoesNotMoveByItself()
{
var link = CreateBiDirectionalLink(true);
m_Agent.autoTraverseOffMeshLink = false;
m_Agent.baseOffset = 1.0f;
m_Agent.transform.position = link.startTransform.position;
var hasDestination = m_Agent.SetDestination(link.endTransform.position);
Assert.That(hasDestination, Is.True, "NavMeshAgent destination has not been set.");
yield return null;
Assert.That(m_Agent.isOnOffMeshLink, Is.True, "NavMeshAgent is currently not positioned on NavMeshLink.");
// Move to gap between the NavMeshes connected by the NavMeshLink
var midAirPosition = new Vector3(17.71f, 3.92f, -6.66f);
m_Agent.transform.position = midAirPosition;
yield return null;
// Ensure the agent stays at this position - as 'autoTraverseOffMeshLink' is false
Assert.That(m_Agent.transform.position, Is.EqualTo(midAirPosition).Using(new Vector3EqualityComparer(0.01f)), "NavMeshAgent should be at midAirPosition.");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[Category("RegressionTest")]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
class AgentVelocityTestAfterOffMeshLink : OffMeshLinkTestBase
{
readonly string k_SceneName = "OffMeshLinkTwoPlanesScene";
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
}
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })]
public IEnumerator Agent_AfterTraversingOffMeshLink_HasVelocityAlignedWithTheLink()
{
var link = CreateBiDirectionalLink(true);
m_Agent.transform.position = link.startTransform.position + new Vector3(3, 0, 3);
m_Agent.SetDestination(link.endTransform.position + new Vector3(-3, 0, 3));
yield return null;
while (!m_Agent.isOnOffMeshLink)
yield return null;
while (m_Agent.isOnOffMeshLink)
yield return null;
yield return 0;
var agentMoveDir = m_Agent.velocity;
agentMoveDir.y = 0;
agentMoveDir = agentMoveDir.normalized;
var linkDir = link.endTransform.position - link.startTransform.position;
linkDir.y = 0;
linkDir = linkDir.normalized;
// Get the angle in degrees between the direction vectors.
var angle = Vector3.Angle(linkDir, agentMoveDir);
Assert.That(angle, Is.LessThan(5.0f), "Agent Velocity is not aligned with the off-mesh link.");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(CurrentNextOffMeshLinkDataSetUp))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(CurrentNextOffMeshLinkDataSetUp))]
class CurrentNextOffMeshLinkData
{
const string k_SceneName = "OffMeshLinkTest";
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
}
[UnityTest]
[Explicit("Unstable test")]
public IEnumerator Agent_TraversingOffMeshLink_ReportsCorrectCurrentAndNextLink()
{
var agent = GameObject.Find("Agent").GetComponent<NavMeshAgent>();
var offMeshLink = GameObject.Find("Plane1").GetComponent<NavMeshLink>();
var target = GameObject.Find("Plane2").transform;
Assert.That(offMeshLink, Is.Not.Null, "Didn't find Off-mesh link");
Assert.That(agent, Is.Not.Null, "Didn't find NavMeshAgent");
var destinationSet = agent.SetDestination(target.position);
agent.speed *= 10;
Assert.That(destinationSet, Is.True, "NavMeshAgent's destination position is not set");
// Wait for path calculation
yield return null;
// Before link
while (!agent.isOnOffMeshLink)
{
Assert.That(agent.currentOffMeshLinkData.valid, Is.False, "Before link : agent.currentOffMeshLinkData is valid");
AssertValidOffMeshLinkData(agent.nextOffMeshLinkData, offMeshLink);
yield return null;
}
// On link
while (agent.isOnOffMeshLink)
{
Assert.That(agent.nextOffMeshLinkData.valid, Is.False, "On link : agent.nextOffMeshLinkData is valid");
AssertValidOffMeshLinkData(agent.currentOffMeshLinkData, offMeshLink);
yield return null;
}
// After link
Assert.That(agent.currentOffMeshLinkData.valid, Is.False, "After link : agent.currentOffMeshLinkData is valid");
Assert.That(agent.nextOffMeshLinkData.valid, Is.False, "After link : agent.nextOffMeshLinkData is valid");
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
static void AssertValidOffMeshLinkData(OffMeshLinkData offMeshLinkData, NavMeshLink offMeshLink)
{
// Double check to avoid spamming success in log-file (decreasing tests performance)
Assert.That(offMeshLinkData.valid, Is.True, "OffMeshLinkData should be valid.");
Assert.That(offMeshLinkData.activated, Is.True, "OffMeshLinkData should be activated.");
Assert.That(offMeshLinkData.linkType, Is.EqualTo(OffMeshLinkType.LinkTypeManual), "OffMeshLinkData's linkType should be Manual.");
Assert.That(offMeshLinkData.owner, Is.EqualTo(offMeshLink), "OffMeshLinkData should reference the NavMeshLink in the scene as the owner object.");
#pragma warning disable CS0618
Assert.That(offMeshLinkData.offMeshLink, Is.Null, "OffMeshLinkData should not reference any legacy OffMeshLink in the scene.");
#pragma warning restore CS0618
}
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
class OffMeshLinkGetSetNavMeshArea : OffMeshLinkTestBase
{
int m_AreaMask;
NavMeshLink m_Link;
readonly string k_SceneName = "OffMeshLinkTwoPlanesScene";
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
}
[UnityTest]
[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })]
public IEnumerator OffMeshLink_WithCustomArea_AllowsThroughOnlyPathsWithMatchingMasks()
{
m_Link = CreateBiDirectionalLink(true);
yield return null;
var defaultArea = NavMesh.GetAreaFromName("Walkable");
var jumpArea = NavMesh.GetAreaFromName("Jump");
Assume.That(m_Link.area, Is.EqualTo(defaultArea), "Unexpected NavMesh area for NavMeshLink");
// Check we can pass 'default' with 'default' mask
m_AreaMask = 1 << defaultArea;
VerifyAreaPassing(true);
// Change oml area to 'jump'
m_Link.area = jumpArea;
Assume.That(m_Link.area, Is.EqualTo(jumpArea), "Unexpected NavMesh area for NavMeshLink");
// Check we cannot pass 'jump' with 'default' mask
VerifyAreaPassing(false);
// Check we can pass 'jump' with 'default' + 'jump' mask
m_AreaMask |= 1 << jumpArea;
VerifyAreaPassing(true);
}
void VerifyAreaPassing(bool expectToPass)
{
var path = new NavMeshPath();
NavMesh.CalculatePath(m_PlaneStart.position, m_PlaneEnd.position, m_AreaMask, path);
if (expectToPass)
Assert.That(path.status, Is.EqualTo(NavMeshPathStatus.PathComplete),
"Expected complete path; with NavMesh area mask " + m_AreaMask + " when NavMeshLink area is " + m_Link.area);
else
Assert.That(path.status, Is.EqualTo(NavMeshPathStatus.PathPartial),
"Expected partial path; with NavMesh area mask " + m_AreaMask + " when NavMeshLink area is " + m_Link.area);
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using System.Collections;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools;
namespace Unity.AI.Navigation.Tests
{
[TestFixture]
[PrebuildSetup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
[PostBuildCleanup("Unity.AI.Navigation.Tests." + nameof(SimpleScene2PlanesNavigationSetup))]
class OffMeshLinkMultipleAddComponent
{
const string k_SceneName = "OffMeshLinkTwoPlanesScene";
GameObject m_LinkGO;
[UnitySetUp]
public IEnumerator UnitySetUp()
{
yield return SceneManager.LoadSceneAsync(k_SceneName, LoadSceneMode.Additive);
yield return null;
SceneManager.SetActiveScene(SceneManager.GetSceneByName(k_SceneName));
m_LinkGO = new GameObject("OffMeshLinkMultipleAddComponent");
}
[Test]
[UnityPlatform(exclude = new[] { RuntimePlatform.OSXServer, RuntimePlatform.WindowsServer, RuntimePlatform.LinuxServer })]
public void OffMeshLink_WhenMultipleAddedToGameObject_AreAllUsable()
{
var a = GameObject.Find("plane1").GetComponent<Transform>();
var b = GameObject.Find("plane2").GetComponent<Transform>();
Assert.That(a, Is.Not.Null, "Plane1 is missing.");
Assert.That(b, Is.Not.Null, "Plane2 is missing.");
var pathAB = new NavMeshPath();
var pathBA = new NavMeshPath();
var foundAB = NavMesh.CalculatePath(a.position, b.position, -1, pathAB);
var foundBA = NavMesh.CalculatePath(b.position, a.position, -1, pathBA);
Assert.That(foundAB, Is.True, "Found unexpected path A->B.");
Assert.That(foundBA, Is.True, "Found unexpected path B->A.");
// Create setup where one GO has two OffMeshLinks with 'Bi Directional' set to false
AddOneWayLink(a, b);
AddOneWayLink(b, a);
// Tests that path a->b and b->a are valid and have same end-points (mirrored).
foundAB = NavMesh.CalculatePath(a.position, b.position, -1, pathAB);
foundBA = NavMesh.CalculatePath(b.position, a.position, -1, pathBA);
Assert.That(foundAB, Is.True, "No path from A->B");
Assert.That(foundBA, Is.True, "No path from B->A");
var d1 = Vector3.Distance(pathAB.corners[0], pathBA.corners[pathBA.corners.Length - 1]);
var d2 = Vector3.Distance(pathAB.corners[pathAB.corners.Length - 1], pathBA.corners[0]);
Assert.That(d1, Is.EqualTo(0.0f).Within(1e-5f), "Endpoint mismatch: A start -> B end.");
Assert.That(d2, Is.EqualTo(0.0f).Within(1e-5f), "Endpoint mismatch: B start -> A end.");
}
void AddOneWayLink(Transform start, Transform end)
{
var offMeshLink = m_LinkGO.AddComponent<NavMeshLink>();
Assert.That(offMeshLink, Is.Not.Null, "Failed to create NavMeshLink.");
offMeshLink.bidirectional = false;
offMeshLink.startTransform = start;
offMeshLink.endTransform = end;
// we modified the endpoint references above - now explicitly update positions.
offMeshLink.UpdateLink();
}
[UnityTearDown]
public IEnumerator UnityTearDown()
{
Object.DestroyImmediate(m_LinkGO);
yield return SceneManager.UnloadSceneAsync(k_SceneName);
}
}
}
#endif

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#if UNITY_EDITOR || UNITY_STANDALONE
using NUnit.Framework;
using UnityEngine;
using UnityEngine.AI;
namespace Unity.AI.Navigation.Tests
{
class OffMeshLinkTestBase
{
protected Transform m_PlaneStart;
protected Transform m_PlaneEnd;
protected NavMeshAgent m_Agent;
public NavMeshLink CreateBiDirectionalLink(bool autoUpdatePositions)
{
var planeStartGO = GameObject.Find("plane1");
Assert.That(planeStartGO, Is.Not.Null, "Didn't find gameobject plane1");
m_PlaneStart = planeStartGO.transform;
var planeEndGO = GameObject.Find("plane2");
Assert.That(planeEndGO, Is.Not.Null, "Didn't find gameobject plane2");
m_PlaneEnd = planeEndGO.transform;
var agentGo = GameObject.Find("Agent");
Assert.That(agentGo, Is.Not.Null, "Didn't find gameobject Agent");
m_Agent = agentGo.GetComponent<NavMeshAgent>();
Assert.That(m_Agent, Is.Not.Null, "Didn't find component NavMeshAgent in gameobject Agent");
m_Agent.speed *= 10.0f;
m_Agent.acceleration *= 10.0f;
var linkGO = new GameObject("link");
var link = linkGO.AddComponent<NavMeshLink>();
Assert.That(link, Is.Not.Null, "Unable to add NavMeshLink component.");
link.startTransform = m_PlaneStart;
link.endTransform = m_PlaneEnd;
link.autoUpdate = autoUpdatePositions;
return link;
}
}
}
#endif

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#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using Utils = UnityEngine.TestTools.Utils.Utils;
#pragma warning disable CS0618 // UnityEditor.AI.NavMeshBuilder is necessary in this implementation
namespace Unity.AI.Navigation.Tests
{
class CurrentNextOffMeshLinkDataSetUp : PrebuiltSceneSetup
{
protected override string GetSceneFile()
{
return "OffMeshLinkTest.unity";
}
protected override void SceneSetup()
{
#if UNITY_EDITOR
var myScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
SceneManager.SetActiveScene(myScene);
var plane1 = Utils.CreatePrimitive(PrimitiveType.Plane);
GameObjectUtility.SetStaticEditorFlags(plane1, StaticEditorFlags.NavigationStatic);
plane1.name = "Plane1";
plane1.transform.position = Vector3.zero;
var plane2 = Utils.CreatePrimitive(PrimitiveType.Plane);
GameObjectUtility.SetStaticEditorFlags(plane2, StaticEditorFlags.NavigationStatic);
plane2.name = "Plane2";
plane2.transform.position = new Vector3(0, 0, 15);
var offMeshLink = plane1.AddComponent<NavMeshLink>();
offMeshLink.startTransform = plane1.transform;
offMeshLink.endTransform = plane2.transform;
var cube = Utils.CreatePrimitive(PrimitiveType.Cube);
cube.transform.position = new Vector3(0, 0, -4);
cube.name = "Agent";
cube.AddComponent<NavMeshAgent>();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), pathToTestScene);
UnityEditor.AI.NavMeshBuilder.BuildNavMesh();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), pathToTestScene);
EditorSceneManager.CloseScene(myScene, true);
UnityEditor.AI.NavMeshBuilder.ClearAllNavMeshes();
#endif
}
}
}

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using System.Collections.Generic;
using System.IO;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine.TestTools;
namespace Unity.AI.Navigation.Tests
{
abstract class PrebuiltSceneSetup : IPrebuildSetup, IPostBuildCleanup
{
const string k_RootDir = "Assets";
const string k_TestDir = "TmpScenes";
string testDirectory { get; set; } = "";
protected string pathToTestScene { get; private set; } = "";
protected abstract string GetSceneFile();
protected abstract void SceneSetup();
public void Setup()
{
#if UNITY_EDITOR
testDirectory = Path.Combine(k_RootDir, k_TestDir);
pathToTestScene = Path.Combine(testDirectory, GetSceneFile());
AssetDatabase.Refresh();
if (!AssetDatabase.IsValidFolder(testDirectory))
testDirectory = AssetDatabase.GUIDToAssetPath(AssetDatabase.CreateFolder(k_RootDir, k_TestDir));
AssetDatabase.Refresh();
SceneSetup();
var editorBuildSettingsScenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes)
{
new EditorBuildSettingsScene(pathToTestScene, true)
};
EditorBuildSettings.scenes = editorBuildSettingsScenes.ToArray();
#endif
}
public void Cleanup()
{
#if UNITY_EDITOR
AssetDatabase.Refresh();
testDirectory = Path.Combine(k_RootDir, k_TestDir);
pathToTestScene = Path.Combine(testDirectory, GetSceneFile());
var baseSceneGuidTxt = AssetDatabase.AssetPathToGUID(pathToTestScene);
if (AssetDatabase.IsValidFolder(testDirectory))
AssetDatabase.DeleteAsset(testDirectory);
if (GUID.TryParse(baseSceneGuidTxt, out var sceneGuid))
EditorBuildSettings.scenes = EditorBuildSettings.scenes.Where(scene => scene.guid != sceneGuid).ToArray();
#endif
}
}
}

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#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
#endif
using UnityEngine;
using UnityEngine.AI;
using UnityEngine.SceneManagement;
using UnityEngine.TestTools.Utils;
#pragma warning disable CS0618 // UnityEditor.AI.NavMeshBuilder is necessary in this implementation
namespace Unity.AI.Navigation.Tests
{
class SimpleScene2PlanesNavigationSetup : PrebuiltSceneSetup
{
protected override string GetSceneFile()
{
return "OffMeshLinkTwoPlanesScene.unity";
}
protected override void SceneSetup()
{
#if UNITY_EDITOR
var myScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Additive);
SceneManager.SetActiveScene(myScene);
var plane1 = Utils.CreatePrimitive(PrimitiveType.Plane);
plane1.transform.position = new Vector3(10f, 0f, 0f);
plane1.name = "plane1";
GameObjectUtility.SetStaticEditorFlags(plane1, StaticEditorFlags.NavigationStatic);
var plane2 = Utils.CreatePrimitive(PrimitiveType.Plane);
plane2.transform.position = new Vector3(25f, 0f, 0f);
plane2.name = "plane2";
GameObjectUtility.SetStaticEditorFlags(plane2, StaticEditorFlags.NavigationStatic);
var capsule = Utils.CreatePrimitive(PrimitiveType.Capsule);
capsule.name = "Agent";
capsule.transform.position = new Vector3(6, 0, 0);
capsule.AddComponent<NavMeshAgent>();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), pathToTestScene);
UnityEditor.AI.NavMeshBuilder.BuildNavMesh();
EditorSceneManager.SaveScene(SceneManager.GetActiveScene(), pathToTestScene);
EditorSceneManager.CloseScene(myScene, true);
UnityEditor.AI.NavMeshBuilder.ClearAllNavMeshes();
#endif
}
}
}

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"name": "Unity.AI.Navigation.LegacyOffMeshLink.Tests",
"rootNamespace": "",
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"GUID:27619889b8ba8c24980f49ee34dbb44a"
],
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"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": true,
"precompiledReferences": [
"nunit.framework.dll"
],
"autoReferenced": false,
"defineConstraints": [
"UNITY_INCLUDE_TESTS"
],
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"noEngineReferences": false
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