Harus hambatan ini membuat cut-out di navmesh.
Ketika diaktifkan, perubahan ini navmesh dengan memotong lubang. Bentuk lubang didasarkan pada ukuran dan bentuk ditetapkan pada NavMeshObstacle dan pengaturan bake navmesh untuk radius dan tinggi.
Ketika hambatan bergerak, lubang yang diukir juga akan bergerak tetapi untuk mengurangi overhead CPU lubang hanya dihitung bila diperlukan. Logika rekalkulasi memiliki dua pilihan: 1) ukiran ketika stasioner, 2) ukiran saat pindah.
CarvecarveOnlyStationary is set to true. The obstacle is treated as moving when it has moved more than the distance set by carvingMoveThreshold. At this time, the carved hole is removed. When the obstacle has stopped moving, and has been stationary more than carvingTimeToStationary seconds, the obstacles is treated stationary and carving is updated again. While the obstacle is moving, the agents will avoid it using the collision avoidance, but will not plan paths around it. This mode is generally the best choice in terms of performance. It is good match when the game object is controlled by physics (i.e. crates and barrels).
"Carve when moved" behavior is used when carveOnlyStationary is set to false. In this mode the carved hole is updated when the obstacle has moved more than the distance set by carvingMoveThreshold. This mode is well suited for large slowly moving obstacles, for example a tank that is being avoided by infantry.