Navigation tab

From this tab you can build your areas.

Bake and Clear perform the same function as the same Unity Navigation buttons. Note: This function cannot be performed by Unity Navigation.

Draw in Scene View: Allows you to select areas / edit them directly in Scene View. When this item is enabled you cannot work in Game View.

Since version 3.1 the Auto-Draw in Scene view option has been added. By enabling this feature you will be able to work in Game View and Scene View without having to activate/deactivate Draw in Scene View.

New Walkable area: create a new walkable area. You will not be able to switch tabs until it has been closed. However, you can delete it while it is still incomplete.

When a Walkable area is selected (if it isn’t, double click on an edge of it) the New NotWalkable area button will be enabled. This area will be a child of the selected walkable area. You can have multiple walkable areas with their respective non-walkable areas in the scene.

Use small spot: display vertex icons very small. Useful when using the Simple Mesh work type or when the vertices are very close to each other.

Use line spot: Display short vertical lines instead of squares.

Hide spots: hide / show vertex icons.

Spot radius: Configure the vertex to react closer/farther on hover.

Line radius: Same as Spot radius but on area edges.

Only in orthographic projection: Keep line straight allows you to draw straight lines in either or both horizontal and vertical directions. Line offset defines how far the mouse must be from the line to bypass this behavior.

Reverse area reverses the position of the vertices of the selected area. Useful if the area is not baked as it is not drawn clockwise. Note: from version 3.2 a script will perform the check and, if necessary, automatically invert the vertices of the area.

Delete areas deletes all areas in one go.

To insert new vertices, delete them, move them and more, read the To know section.

If you are creating a multi-levelscene, other options will be available:

Note: A multi-level scene requires character.

New level

Select the starting area by double-clicking on its edge. This is the area from which you will start to create a different level.

The character will be positioned in the center of the area and two lines will be visible, one vertical and one horizontal.

Drag with the right mouse button to position the character where you need it. During movement, the character will be hidden so that you can have a good view of the two lines.

We must position the character perpendicular to the point where we will insert a vertex of the new area.

The horizontal line (the character’s feet) must be at the level of the starting area and the vertical line cross the new vertex point.

Moving the character on the Y axis moves it to the level of the new area.

The horizontal yellow line must cross the point where you will insert the vertex of the new area.

You can draw the new area (or start over by clicking the bin button).

Once created, the new area will be at a different level than the starting one:

Before proceeding with the second area below, create the connecting area between the two areas with Connect vertices. This way you can check that the sloped area is not excessively steep.

What is "Draw cross line" for?

When creating a new level, the starting point is crucial. Draw cross line is not always necessary, in fact when drawing the previous area we did not use it. But in the next area it is indispensable.

We have created the connection area between the two areas, we will see how to do it later.

Let’s go back to the New level tab and select the second area.

We move the character to the point where the stairs leading to the lower level join the second area.

Now we should move the character so that the vertical line crosses the vertex of the area we need to create. But unlike before, we don’t have the edge of the top area as a reference.

Only after placing the character at the starting point, click Draw cross line. A blue line will appear at the character’s feet and end in the bottom left corner of the screen. 

Using the controls, move the blue line so that it is parallel to the top edge of the base area.

Now move the character along this line until its vertical line crosses the point where you will insert the vertex of the new area.

Move the character on the Y axis and bring it to this level.

Now click Confirm new level and draw the area.

Open extended tools

Open extended tools is an additional option for scenes that are particularly difficult to create. It can only be activated if there are no other levels besides the basic one. This can be useful if you need to work on Camera and Character values without having to return to the Scene tab.

The ROYALPALACE demo scene required the use of this option.

We set the horizon by adjusting the rotation and FOV of the camera, gave the character a plausible height and by raising the camera on the Y axis we set the width of the area to 4.50 meters.

Now we need to create the area below and based on the image we assume that the staircase is about 10 meters long.

It won’t be an easy job, because by working on the camera values we will have to obtain the 10 meters of the staircase while maintaining the width of the starting area at 4.50 meters. Going back to the Scenes tab every time would be boring.

This is the starting scene:

Let’s move to the New level tab and select the starting area. Then we click Open extended tools.

We move the character to the point where the sloping area will have to start to connect to the lower one.

We click Store starting point.

Additional controls will appear to set the camera and character scale.

Now we move the character forward until the distance indicator shows approximately 10 meters.

We lower the character on the Y axis to make it reach the level below. As we can see its size compared to the handrail is excessive.

A script takes care of creating an invisible inclined plane at this moment. You can drag the character by holding down the right mouse button to control its proportion to the handrail.

You can work on all the controls to get the correct proportions of the areas and the character. When you’ve found the right settings, move the character near the end of the handrail and click Confirm new level to draw the area underneath. You can then create the connection area, check that its slope is optimal, and proceed with the upper area and the two lateral areas.

Connect vertices

You can also create a connection area between two areas located at the same level.

We will now see how to connect two areas on two different levels, but the steps to follow are always the same.

Let’s go back to the example proposed in creating a new level. We need to connect the upper area with the lower one.

Even if we already have the four vertices available, to avoid baking problems it is better to add two vertices to move away a little from the base area.

Let’s move to the Navigation tab and select an area. We add a vertex by right-clicking on the edge of the area. We do the same with the second area. Having to work close to other vertices we can select Use small spot or Use line spot.

Let’s move to the Connect vertices tab and select one of the two areas. 

We click with the right mouse button on a spot. It will turn blue. Then onto the other. If the spot does not respond to mouse hover or if two spots turn on at the same time, set Spot radius. For each area it is possible to select only two vertices. After creating the connection area, you can add more vertices.

Let’s repeat for the other area.

Now we click Done. The connection area will be created.

Once you have created the area with the first four vertices, you can add as many vertices as you want. This is the case of the ROYALPALACE demo which required two additional verices for each staircase.

Select vertex

This function is very useful for creating differences in level in areas. this is the case of the PAINTING demo. Once we had created the connecting bridge between the two areas at the base level, we had to create a second level without using the New level function.

Add four vertices as shown:

Move to the Select vertex tab, select the area and right-click on one of the four vertices. Then, using the 2.5dTK controls, move the vertex on the Y axis upwards.

Now select the other three vertices one by one and click each time on Assign last level.

Click Done to finish the job.


See this page for an in-depth demonstration.

Author: vbgamestudio