@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,818 @@
1
+ ## Instruction
2
+ Use this doc to understand how navigation and pathfinding work in Genesys.js. Learn how to implement NavMesh-based pathfinding for ground-based NPCs, configure navigation parameters, and optimize pathfinding performance.
3
+
4
+ # Navigation and Pathfinding in Genesys.js
5
+
6
+ Navigation and pathfinding are fundamental systems for creating believable AI characters that can move intelligently through your game world. Genesys.js provides a powerful navigation system built on the high-performance [recast-navigation](https://github.com/recast-navigation/recast-navigation) library.
7
+
8
+ This guide covers **ground-based navigation** using Navigation Meshes (NavMesh). For AI behavior and decision-making systems, see the **[AI and Behavior Trees Guide](6-ai-and-behavior-trees.md)**.
9
+
10
+ ---
11
+
12
+ ## 1. The Navigation Mesh (NavMesh)
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+
14
+ Before ground-based NPCs can navigate the world, they need a map of all the walkable areas. This map is called a **Navigation Mesh** (or NavMesh). It's a simplified 3D mesh that represents the surfaces an AI character can travel on.
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+
16
+ The `NavigationServer` is the global system responsible for building and querying this NavMesh. The engine uses the high-performance [recast-navigation](https://github.com/recast-navigation/recast-navigation) library to generate it.
17
+
18
+ **Note**: Aerial NPCs using `AerialMovementComponent` do not require NavMesh and can move freely in 3D space. See the [AI and Behavior Trees Guide](6-ai-and-behavior-trees.md) for aerial movement patterns.
19
+
20
+ ### Basic NavMesh Generation
21
+
22
+ You typically generate the NavMesh from your existing level geometry. It's best to use a simplified version of your visual mesh for performance.
23
+
24
+ ```typescript
25
+ import * as ENGINE from "genesys.js";
26
+
27
+ class MyGame extends ENGINE.BaseGameLoop {
28
+ // Override the world configuration to enable the navigation server.
29
+ public override getWorldConfiguration(): ENGINE.WorldOptions {
30
+ return {
31
+ ...super.getWorldConfiguration(),
32
+ navigationOptions: {
33
+ engine: ENGINE.NavigationEngine.RecastNavigation,
34
+ // Set debug to true to see the generated NavMesh.
35
+ debug: true,
36
+ // These parameters control the NavMesh generation.
37
+ // They define the size and capabilities of your AI agent.
38
+ options: {
39
+ ...ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
40
+ cs: 0.2, // Cell size
41
+ ch: 0.2, // Cell height
42
+ walkableSlopeAngle: 35,
43
+ walkableHeight: 2, // Agent height
44
+ walkableClimb: 0.5, // How high can they step up
45
+ walkableRadius: 0.5, // Agent radius
46
+ }
47
+ }
48
+ };
49
+ }
50
+
51
+ protected override async postStart(): Promise<void> {
52
+ // This method is called after the world and its systems are initialized.
53
+
54
+ // Create the level geometry.
55
+ const ground = ENGINE.GameBuilder.createDefaultGround(this.world);
56
+
57
+ const obstacle = this.world.addBox({
58
+ position: new THREE.Vector3(0, 1.25, -10),
59
+ width: 10,
60
+ height: 2.5,
61
+ depth: 10
62
+ });
63
+
64
+ // Generate the NavMesh from the ground's mesh.
65
+ // It's crucial to do this AFTER all static level geometry has been added.
66
+ const navigationServer = this.world.getNavigationServer();
67
+ if (navigationServer) {
68
+ console.log("Generating Navigation Mesh...");
69
+ // We use the ground's mesh, but in a real game you might combine
70
+ // all static meshes into one for navmesh generation.
71
+ const groundMesh = ground.getComponent(ENGINE.MeshComponent)!.getMesh();
72
+ await navigationServer.createNavigationMesh(groundMesh);
73
+ console.log("Navigation Mesh generated successfully.");
74
+ }
75
+ }
76
+ }
77
+ ```
78
+
79
+ With `debug: true`, the engine will render the bright green NavMesh, allowing you to see exactly where your ground-based NPCs can walk.
80
+
81
+ ---
82
+
83
+ ## 2. Advanced NavMesh Generation
84
+
85
+ The NavMesh generation system in Genesys.js provides extensive configuration options and multiple generation methods to suit different project needs. Understanding these options is crucial for creating optimal pathfinding in your game.
86
+
87
+ ### NavMesh Generation Methods
88
+
89
+ Genesys.js offers several ways to generate navigation meshes:
90
+
91
+ #### 1. Automatic Generation on Startup
92
+ Set `generateOnStartUp: true` in your world configuration to automatically generate NavMesh from scene geometry:
93
+
94
+ ```typescript
95
+ public override getWorldConfiguration(): ENGINE.WorldOptions {
96
+ return {
97
+ ...super.getWorldConfiguration(),
98
+ navigationOptions: {
99
+ engine: ENGINE.NavigationEngine.RecastNavigation,
100
+ debug: true,
101
+ generateOnStartUp: true, // Auto-generate NavMesh
102
+ options: ENGINE.RecastNavigationServer.DEFAULT_OPTIONS
103
+ }
104
+ };
105
+ }
106
+ ```
107
+
108
+ #### 2. Manual Generation from Single Mesh
109
+ Generate NavMesh from a single mesh (typically a simplified ground mesh):
110
+
111
+ ```typescript
112
+ const navigationServer = this.world.getNavigationServer();
113
+ if (navigationServer) {
114
+ const groundMesh = ground.getComponent(ENGINE.MeshComponent)!.getMesh();
115
+ await navigationServer.createNavigationMesh(groundMesh);
116
+ }
117
+ ```
118
+
119
+ #### 3. Generation from Multiple Meshes
120
+ Combine multiple meshes into a single NavMesh for complex scenes:
121
+
122
+ ```typescript
123
+ const navigationServer = this.world.getNavigationServer();
124
+ if (navigationServer) {
125
+ const meshes: THREE.Mesh[] = [
126
+ ground.getComponent(ENGINE.MeshComponent)!.getMesh(),
127
+ platform1.getComponent(ENGINE.MeshComponent)!.getMesh(),
128
+ platform2.getComponent(ENGINE.MeshComponent)!.getMesh()
129
+ ];
130
+
131
+ await navigationServer.createNavigationMeshFromMeshes(meshes);
132
+ }
133
+ ```
134
+
135
+ #### 4. Automatic Scene-Based Generation
136
+ Generate NavMesh from all GLTF actors with static physics motion type:
137
+
138
+ ```typescript
139
+ // Create GLTF actors with static physics for your level geometry
140
+ const levelGeometry = new ENGINE.GLTFMeshActor({
141
+ modelUrl: '@engine/assets/models/level.glb',
142
+ physicsOptions: {
143
+ enabled: true,
144
+ motionType: ENGINE.PhysicsMotionType.Static
145
+ }
146
+ });
147
+
148
+ // Generate NavMesh from all GLTF actors with Static motion type
149
+ await this.world.createNavigationMeshFromScene();
150
+ ```
151
+
152
+ ### NavMesh Configuration Parameters
153
+
154
+ The Recast Navigation system provides extensive configuration options. Here's a comprehensive breakdown:
155
+
156
+ #### Core Parameters
157
+
158
+ ```typescript
159
+ const navigationOptions = {
160
+ engine: ENGINE.NavigationEngine.RecastNavigation,
161
+ debug: true,
162
+ generateOnStartUp: true,
163
+ options: {
164
+ // Cell dimensions - smaller values = higher precision but slower generation
165
+ cs: 0.2, // Cell size (XZ plane resolution)
166
+ ch: 0.2, // Cell height (Y axis resolution)
167
+
168
+ // Agent capabilities - define what your NPCs can do
169
+ walkableSlopeAngle: 35, // Maximum slope angle in degrees
170
+ walkableHeight: 2.0, // Minimum ceiling height for agent
171
+ walkableClimb: 0.5, // Maximum step height agent can climb
172
+ walkableRadius: 0.5, // Agent radius (affects corridor width)
173
+
174
+ // Mesh generation quality
175
+ maxEdgeLen: 12, // Maximum edge length in world units
176
+ maxSimplificationError: 1.3, // Edge simplification tolerance
177
+
178
+ // Region processing
179
+ minRegionArea: 8, // Minimum area for isolated regions
180
+ mergeRegionArea: 20, // Merge regions smaller than this
181
+
182
+ // Polygon generation
183
+ maxVertsPerPoly: 6, // Maximum vertices per polygon
184
+
185
+ // Detail mesh (for height sampling)
186
+ detailSampleDist: 6, // Detail mesh sample distance
187
+ detailSampleMaxError: 1, // Maximum detail mesh error
188
+
189
+ // Border handling
190
+ borderSize: 0 // Border size around the mesh
191
+ }
192
+ };
193
+ ```
194
+
195
+ #### Parameter Guidelines by Scene Type
196
+
197
+ **Small Indoor Scenes:**
198
+ ```typescript
199
+ options: {
200
+ cs: 0.1, // High precision for tight spaces
201
+ ch: 0.1,
202
+ walkableRadius: 0.3, // Smaller agent for doorways
203
+ walkableHeight: 2.0,
204
+ walkableClimb: 0.2, // Low steps only
205
+ walkableSlopeAngle: 25, // Gentle slopes only
206
+ maxEdgeLen: 6, // Shorter edges for detail
207
+ minRegionArea: 4
208
+ }
209
+ ```
210
+
211
+ **Large Outdoor Scenes:**
212
+ ```typescript
213
+ options: {
214
+ cs: 0.5, // Lower precision for performance
215
+ ch: 0.3,
216
+ walkableRadius: 1.0, // Larger agent radius
217
+ walkableHeight: 2.5,
218
+ walkableClimb: 1.0, // Can climb rocks/terrain
219
+ walkableSlopeAngle: 45, // Steeper slopes allowed
220
+ maxEdgeLen: 20, // Longer edges for efficiency
221
+ minRegionArea: 20
222
+ }
223
+ ```
224
+
225
+ **Multi-Level Structures:**
226
+ ```typescript
227
+ options: {
228
+ cs: 0.2,
229
+ ch: 0.15, // Smaller height cells for precision
230
+ walkableHeight: 2.2, // Account for floor thickness
231
+ walkableClimb: 0.3, // Prevent stair climbing
232
+ walkableSlopeAngle: 15, // Only ramps, not stairs
233
+ maxEdgeLen: 10,
234
+ minRegionArea: 10
235
+ }
236
+ ```
237
+
238
+ ### Advanced Generation Techniques
239
+
240
+ #### Using Manifold for Complex Geometry
241
+ For scenes with complex boolean operations, use Manifold integration:
242
+
243
+ ```typescript
244
+ public override getWorldConfiguration(): ENGINE.WorldOptions {
245
+ return {
246
+ ...super.getWorldConfiguration(),
247
+ useManifold: true, // Enable Manifold for CSG operations
248
+ navigationOptions: {
249
+ engine: ENGINE.NavigationEngine.RecastNavigation,
250
+ debug: true,
251
+ generateOnStartUp: true,
252
+ options: {
253
+ ...ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
254
+ // Adjust for post-CSG geometry
255
+ cs: 0.15,
256
+ ch: 0.15,
257
+ maxSimplificationError: 0.8 // Lower error for complex shapes
258
+ }
259
+ }
260
+ };
261
+ }
262
+ ```
263
+
264
+ #### Selective Mesh Inclusion
265
+ Control which meshes contribute to NavMesh generation:
266
+
267
+ ```typescript
268
+ // Method 1: Using physics motion type on GLTF actors
269
+ const walkableSurface = new ENGINE.GLTFMeshActor({
270
+ modelUrl: '@engine/assets/models/ground.glb',
271
+ physicsOptions: {
272
+ enabled: true,
273
+ motionType: ENGINE.PhysicsMotionType.Static // Include in NavMesh generation
274
+ }
275
+ });
276
+
277
+ const decorativeObject = new ENGINE.GLTFMeshActor({
278
+ modelUrl: '@engine/assets/models/decoration.glb',
279
+ physicsOptions: {
280
+ enabled: true,
281
+ motionType: ENGINE.PhysicsMotionType.Dynamic // Exclude from NavMesh
282
+ }
283
+ });
284
+
285
+ // Method 2: Manual mesh collection
286
+ const collectNavigationMeshes = (): THREE.Mesh[] => {
287
+ const meshes: THREE.Mesh[] = [];
288
+
289
+ // Include only specific actors
290
+ const walkableActors = this.world.getActorsByPredicate(actor =>
291
+ actor.name.includes('walkable') || actor.name.includes('ground')
292
+ );
293
+
294
+ walkableActors.forEach(actor => {
295
+ const meshComponent = actor.getComponent(ENGINE.MeshComponent);
296
+ if (meshComponent) {
297
+ meshes.push(meshComponent.getMesh());
298
+ }
299
+ });
300
+
301
+ return meshes;
302
+ };
303
+
304
+ // Generate from collected meshes
305
+ const navigationServer = this.world.getNavigationServer();
306
+ if (navigationServer) {
307
+ const meshes = collectNavigationMeshes();
308
+ await navigationServer.createNavigationMeshFromMeshes(meshes);
309
+ }
310
+ ```
311
+
312
+ ---
313
+
314
+ ## 3. NPC Movement Components
315
+
316
+ Genesys.js provides movement components specifically designed for AI-controlled characters that integrate seamlessly with the navigation system.
317
+
318
+ ### Ground-Based Movement: NpcMovementComponent
319
+
320
+ The `NpcMovementComponent` is the foundation for ground-based NPC movement. It extends `CharacterMovementComponent`, providing physics-based character movement with NavMesh pathfinding.
321
+
322
+ ```typescript
323
+ const npc = new ENGINE.ThirdPersonCharacterPawn({
324
+ movementComponent: new ENGINE.NpcMovementComponent({
325
+ movementSpeed: 3, // How fast the NPC moves
326
+ turnSpeed: 5, // How fast it turns
327
+ useNavigationServer: true, // Use NavMesh pathfinding
328
+ actorFollowingDistance: 2.0, // Stop distance when following
329
+ pathFollowingAccuracy: 3.0, // How close to get to waypoints
330
+ stopDistance: 1.0 // Distance to stop from targets
331
+ }),
332
+ camera: null // NPCs don't need cameras
333
+ });
334
+ ```
335
+
336
+ The `NpcMovementComponent` provides methods for:
337
+ - **setPath()**: Set a path of waypoints for the NPC to follow
338
+ - **setTargetPosition()**: Set a target position and automatically calculate the path using navigation server
339
+ - **setTargetActor()**: Set a target actor to follow and automatically handle pathfinding
340
+ - **followActor()**: Follow another actor at a specified distance
341
+ - **stop()**: Stop all movement
342
+ - **hasReachedCurrentTarget()**: Check if the NPC has reached its target
343
+ - **getCurrentTarget()**: Get the current movement target
344
+
345
+ ### Debug Visualization
346
+
347
+ Enable path visualization to debug NPC movement:
348
+
349
+ ```typescript
350
+ const npc = new ENGINE.ThirdPersonCharacterPawn({
351
+ movementComponent: new ENGINE.NpcMovementComponent({
352
+ movementSpeed: 5,
353
+ useNavigationServer: true,
354
+ debugVisualization: {
355
+ enabled: true,
356
+ pathColor: 0x00ff00, // Green path lines
357
+ targetColor: 0xff0000, // Red target markers
358
+ lineWidth: 8,
359
+ showWaypoints: true,
360
+ waypointSize: 0.7
361
+ }
362
+ })
363
+ });
364
+ ```
365
+
366
+ ---
367
+
368
+ ## 4. NavMesh Validation and Debugging
369
+
370
+ ### Debug Visualization
371
+ Enable comprehensive debug visualization to understand your NavMesh:
372
+
373
+ ```typescript
374
+ // Enable debug rendering
375
+ navigationOptions: {
376
+ debug: true, // Shows NavMesh as green overlay
377
+ // ... other options
378
+ }
379
+
380
+ // Create additional debug visualization
381
+ const debugVisualization = this.world.getNavigationServer()?.createDebugVisualization();
382
+ if (debugVisualization) {
383
+ // Disable raycasting for debug mesh to prevent interference
384
+ debugVisualization.traverse((child) => {
385
+ child.raycast = () => {};
386
+ });
387
+ this.world.scene.add(debugVisualization);
388
+ }
389
+ ```
390
+
391
+ ### NavMesh Validation Methods
392
+ Validate your NavMesh programmatically:
393
+
394
+ ```typescript
395
+ const navigationServer = this.world.getNavigationServer();
396
+ if (navigationServer) {
397
+ // Check if a point is on the NavMesh
398
+ const testPoint = new THREE.Vector3(10, 0, 5);
399
+ const isOnNavMesh = navigationServer.isPointOnNavigationMesh(testPoint);
400
+ console.log(`Point ${testPoint} is on NavMesh: ${isOnNavMesh}`);
401
+
402
+ // Get closest point on NavMesh
403
+ const closestPoint = navigationServer.getClosestPointOnNavigationMesh(testPoint);
404
+ console.log(`Closest NavMesh point: ${closestPoint}`);
405
+
406
+ // Test pathfinding
407
+ const startPoint = new THREE.Vector3(0, 0, 0);
408
+ const endPoint = new THREE.Vector3(20, 0, 10);
409
+ const path = navigationServer.calculatePath(startPoint, endPoint);
410
+ console.log(`Path found with ${path.length} waypoints`);
411
+ }
412
+ ```
413
+
414
+ ---
415
+
416
+ ## 5. Performance Optimization
417
+
418
+ ### Generation Performance
419
+ - **Use appropriate cell sizes**: Smaller cells = higher quality but slower generation
420
+ - **Limit mesh complexity**: Simplify source meshes before NavMesh generation
421
+ - **Batch generation**: Generate NavMesh once after loading all static geometry
422
+ - **Cache results**: Save generated NavMesh data for reuse
423
+
424
+ ### Runtime Performance
425
+ - **Pathfinding frequency**: Limit path recalculation frequency in NPCs
426
+ - **Path simplification**: Use appropriate `maxSimplificationError` values
427
+ - **Region culling**: Use `minRegionArea` to eliminate tiny isolated areas
428
+
429
+ ---
430
+
431
+ ## 6. Common NavMesh Issues and Solutions
432
+
433
+ ### Issue: NPCs Getting Stuck
434
+ **Symptoms**: NPCs stop moving or vibrate in place
435
+ **Solutions**:
436
+ ```typescript
437
+ // Increase agent radius to prevent tight squeezes
438
+ walkableRadius: 1.0, // Instead of 0.5
439
+
440
+ // Increase path following accuracy
441
+ movementComponent: new ENGINE.NpcMovementComponent({
442
+ pathFollowingAccuracy: 3.0, // Larger tolerance
443
+ stopDistance: 1.5
444
+ })
445
+ ```
446
+
447
+ ### Issue: NPCs Not Using Stairs/Ramps
448
+ **Symptoms**: NPCs can't navigate vertical changes
449
+ **Solutions**:
450
+ ```typescript
451
+ // Adjust climb and slope parameters
452
+ walkableClimb: 1.0, // Allow higher steps
453
+ walkableSlopeAngle: 45, // Allow steeper slopes
454
+ walkableHeight: 2.5 // Ensure enough clearance
455
+ ```
456
+
457
+ ### Issue: Disconnected NavMesh Regions
458
+ **Symptoms**: NPCs can't reach certain areas
459
+ **Solutions**:
460
+ ```typescript
461
+ // Reduce minimum region area
462
+ minRegionArea: 4, // Allow smaller regions
463
+ mergeRegionArea: 10, // Merge nearby regions
464
+
465
+ // Check for gaps in source geometry
466
+ // Ensure all walkable surfaces are connected
467
+ ```
468
+
469
+ ### Issue: NavMesh Generation Fails
470
+ **Symptoms**: No NavMesh appears, console errors
471
+ **Solutions**:
472
+ ```typescript
473
+ // Verify mesh has proper geometry
474
+ const mesh = actor.getComponent(ENGINE.MeshComponent)?.getMesh();
475
+ if (mesh) {
476
+ console.log('Positions:', mesh.geometry.attributes.position?.array);
477
+ console.log('Indices:', mesh.geometry.index?.array);
478
+ }
479
+
480
+ // Check for valid indices
481
+ if (!mesh.geometry.index) {
482
+ mesh.geometry = mesh.geometry.toNonIndexed();
483
+ }
484
+ ```
485
+
486
+ ---
487
+
488
+ ## 7. Integration with Game Loop
489
+
490
+ The NavMesh generation integrates seamlessly with the game loop lifecycle:
491
+
492
+ ```typescript
493
+ export class MyGame extends ENGINE.BaseGameLoop {
494
+ public override getWorldConfiguration(): ENGINE.WorldOptions {
495
+ return {
496
+ ...super.getWorldConfiguration(),
497
+ navigationOptions: {
498
+ engine: ENGINE.NavigationEngine.RecastNavigation,
499
+ debug: true,
500
+ generateOnStartUp: false, // Manual control
501
+ options: {
502
+ ...ENGINE.RecastNavigationServer.DEFAULT_OPTIONS,
503
+ cs: 0.2,
504
+ ch: 0.2,
505
+ walkableRadius: 0.8,
506
+ walkableHeight: 2.0
507
+ }
508
+ }
509
+ };
510
+ }
511
+
512
+ protected override async postStart(): Promise<void> {
513
+ // Load scene first
514
+ await this.loadWorldDataFromPath(ENGINE.AssetPath.fromString('@engine/assets/scenes/level1.genesys-scene'));
515
+
516
+ // Wait for all meshes to load
517
+ await this.world.waitForAllGLTFMeshesToLoad();
518
+
519
+ // Generate NavMesh from scene
520
+ await this.world.createNavigationMeshFromScene();
521
+
522
+ // Create NPCs after NavMesh is ready
523
+ await this.createNPCs();
524
+ }
525
+ }
526
+ ```
527
+
528
+ ---
529
+
530
+ ## 8. Best Practices
531
+
532
+ 1. **Generate NavMesh after level geometry**: Always create your NavMesh after adding all static level geometry
533
+ 2. **Use appropriate parameters**: Choose NavMesh parameters based on your scene type and NPC requirements
534
+ 3. **Test incrementally**: Test NavMesh generation and pathfinding before adding complex AI behaviors
535
+ 4. **Debug visually**: Use NavMesh debug rendering to verify pathfinding coverage
536
+ 5. **Optimize for performance**: Balance NavMesh quality with generation and runtime performance
537
+ 6. **Validate programmatically**: Use validation methods to ensure NavMesh covers required areas
538
+ 7. **Handle edge cases**: Plan for disconnected regions and inaccessible areas
539
+ 8. **Monitor performance**: Track pathfinding performance and optimize slow queries
540
+
541
+ ---
542
+
543
+ ## 9. NavMesh Export and Import API
544
+
545
+ Genesys.js provides a powerful export and import system for NavMesh data, enabling seamless integration with external editors and tools. This system uses the native binary serialization format from the `recast-navigation` library for maximum performance and data fidelity.
546
+
547
+ ### Automatic NavMesh Loading
548
+
549
+ The engine automatically attempts to load NavMesh files when scenes are loaded:
550
+
551
+ ```typescript
552
+ // When you load a scene like "level1.genesys-scene"
553
+ await this.loadWorldDataFromPath(ENGINE.AssetPath.fromString('@engine/assets/scenes/level1.genesys-scene'));
554
+
555
+ // The engine automatically looks for "level1.navmesh" in the same directory
556
+ // If found, loads it directly; if not found, falls back to auto-generation (if enabled)
557
+ ```
558
+
559
+ **Automatic Loading Behavior:**
560
+ 1. **Primary**: Attempts to load `scenename.navmesh` from the same directory
561
+ 2. **Fallback**: If file doesn't exist and `generateOnStartUp: true`, generates NavMesh from scene geometry
562
+ 3. **Console Feedback**: Provides clear logging for each step of the process
563
+
564
+ ## Scene Resource Configuration
565
+
566
+ For precise control over NavMesh file locations, you can configure explicit paths in your scene files using the `SceneResources` system:
567
+
568
+ ### Setting Up Scene Resources
569
+
570
+ ```typescript
571
+ // Configure NavMesh path programmatically
572
+ world.setNavMeshResource('@project/assets/navigation/custom-nav.navmesh');
573
+
574
+ // Configure multiple scene resources
575
+ world.setLightmapResources(
576
+ '@project/assets/lighting/scene1.lightmap.json',
577
+ '@project/assets/lighting/scene1.lightmap.bin'
578
+ );
579
+ ```
580
+
581
+ ### Scene File Format
582
+
583
+ Scene files support a `resources` section for explicit asset references:
584
+
585
+ ```json
586
+ {
587
+ "class": "ENGINE.World",
588
+ "actors": [...],
589
+ "resources": {
590
+ "navMesh": {
591
+ "path": "@project/assets/navigation/level1-indoor.navmesh"
592
+ },
593
+ "lightmap": {
594
+ "metadataPath": "@project/assets/lighting/level1.lightmap.json",
595
+ "texturePath": "@project/assets/lighting/level1.lightmap.bin"
596
+ }
597
+ }
598
+ }
599
+ ```
600
+
601
+ ### Benefits of Scene Resources
602
+
603
+ - **Flexible Organization**: Place NavMesh files anywhere in your project structure
604
+ - **Descriptive Naming**: Use meaningful names that describe the NavMesh purpose
605
+ - **Multi-Environment Support**: Different NavMesh configurations for various game modes
606
+ - **Tool Integration**: External editors and build pipelines can easily configure resource paths
607
+
608
+ ### Loading Priority
609
+
610
+ The engine follows this loading priority for NavMesh data:
611
+
612
+ ```typescript
613
+ // When loading a scene
614
+ await this.loadWorldDataFromPath(scenePath);
615
+
616
+ // Engine loading priority:
617
+ // 1. Scene resources configuration (highest priority)
618
+ // 2. Convention-based file discovery
619
+ // 3. Auto-generation from geometry (if enabled)
620
+ ```
621
+
622
+ ### Manual Export API
623
+
624
+ Export NavMesh data to a binary `.navmesh` file:
625
+
626
+ ```typescript
627
+ // World-level export (recommended)
628
+ const result = await this.world.exportNavigationMesh(scenePath);
629
+ if (result.success && result.data && result.filename) {
630
+ // Handle the exported ArrayBuffer data and filename as needed
631
+ console.log(`Exported ${result.filename}, size: ${result.data.byteLength} bytes`);
632
+ }
633
+
634
+ // Navigation server export (lower-level)
635
+ const navigationServer = this.world.getNavigationServer();
636
+ if (navigationServer && navigationServer.isReady()) {
637
+ const result = await navigationServer.exportNavigationMesh(scenePath);
638
+ // Handle result.data ArrayBuffer and result.filename
639
+ }
640
+ ```
641
+
642
+ ### Manual Import API
643
+
644
+ Import NavMesh data from a binary `.navmesh` file:
645
+
646
+ ```typescript
647
+ // Import from file path (uses storage provider)
648
+ const success = await this.world.importNavigationMesh(scenePath);
649
+ if (success) {
650
+ console.log('NavMesh imported successfully');
651
+ }
652
+
653
+ // Import from binary data directly (recommended for user uploads)
654
+ const fileData = await file.arrayBuffer(); // From File API
655
+ const success = await this.world.importNavigationMeshFromData(fileData);
656
+ if (success) {
657
+ console.log('NavMesh imported from binary data');
658
+
659
+ // Update debug visualization if enabled
660
+ const navigationServer = this.world.getNavigationServer();
661
+ const debugVisualization = navigationServer?.createDebugVisualization();
662
+ if (debugVisualization) {
663
+ this.world.scene.add(debugVisualization);
664
+ }
665
+ }
666
+ ```
667
+
668
+ ### File Format and Naming
669
+
670
+ **File Extension**: `.navmesh`
671
+ **Format**: Native binary format from `recast-navigation` library
672
+ **Naming Convention**: `{scenename}.navmesh` (automatically derived from scene file name)
673
+
674
+ ```typescript
675
+ // Scene: "/assets/scenes/level1.genesys-scene"
676
+ // NavMesh: "/assets/scenes/level1.navmesh"
677
+
678
+ // Scene: "demo.genesys-scene"
679
+ // NavMesh: "demo.navmesh"
680
+ ```
681
+
682
+ ### GameLoop Export/Import Methods
683
+
684
+ The `BaseGameLoop` class provides convenient methods for NavMesh export/import:
685
+
686
+ ```typescript
687
+ export class NavMeshEditorDemo extends ENGINE.BaseGameLoop {
688
+ private async exportCurrentNavMesh(): Promise<void> {
689
+ try {
690
+ // GameLoop export method - requires scene path for filename generation
691
+ const scenePath = ENGINE.AssetPath.fromString('@engine/assets/scenes/demo.genesys-scene');
692
+ const result = await this.exportNavigationMesh(scenePath);
693
+
694
+ if (result.success && result.data && result.filename) {
695
+ // Handle the exported data (result.data is ArrayBuffer, result.filename is string)
696
+ console.log(`NavMesh exported as ${result.filename}`);
697
+ // Download, save to file system, or upload to server
698
+ this.downloadFile(result.data, result.filename);
699
+ }
700
+ } catch (error) {
701
+ console.error('Export failed:', error);
702
+ }
703
+ }
704
+
705
+ private async importNavMeshFromFile(file: File): Promise<void> {
706
+ try {
707
+ // Read file as binary data
708
+ const fileData = await file.arrayBuffer();
709
+
710
+ // GameLoop import method - accepts ArrayBuffer data directly
711
+ const success = await this.importNavigationMesh(fileData);
712
+
713
+ if (success) {
714
+ console.log(`NavMesh imported from ${file.name}`);
715
+
716
+ // Refresh debug visualization if needed
717
+ this.refreshDebugVisualization();
718
+ } else {
719
+ console.error('Import failed');
720
+ }
721
+ } catch (error) {
722
+ console.error('Import error:', error);
723
+ }
724
+ }
725
+
726
+ private async importFromSceneResources(): Promise<void> {
727
+ // Import from configured scene resources (no parameters needed)
728
+ const success = await this.importNavigationMesh();
729
+
730
+ if (success) {
731
+ console.log('NavMesh imported from scene resources');
732
+ } else {
733
+ console.log('No NavMesh configured in scene resources');
734
+ }
735
+ }
736
+
737
+ // Handle the exported data as needed (save to file, send to server, etc.)
738
+
739
+ private refreshDebugVisualization(): void {
740
+ // Clear existing debug visualization
741
+ const existingDebug = this.world.scene.getObjectByName('NavmeshDebugVisualization');
742
+ if (existingDebug) {
743
+ this.world.scene.remove(existingDebug);
744
+ }
745
+
746
+ // Create new debug visualization
747
+ const navigationServer = this.world.getNavigationServer();
748
+ const debugVisualization = navigationServer?.createDebugVisualization();
749
+ if (debugVisualization) {
750
+ debugVisualization.name = 'NavmeshDebugVisualization';
751
+ debugVisualization.traverse((child) => {
752
+ child.raycast = () => {}; // Disable raycasting
753
+ });
754
+ this.world.scene.add(debugVisualization);
755
+ }
756
+ }
757
+ }
758
+ ```
759
+
760
+
761
+
762
+ ### Best Practices for Export/Import
763
+
764
+ 1. **Export After Final Tuning**: Export NavMesh after you've finalized your navigation parameters
765
+ 2. **Version Control**: Include `.navmesh` files in version control alongside scene files
766
+ 3. **Automated Workflows**: Integrate export/import into your build pipeline for level updates
767
+ 4. **Testing**: Always test imported NavMesh files to ensure they work correctly
768
+ 5. **Backup Original**: Keep backups of generated NavMesh files before external modification
769
+ 6. **File Organization**: Store NavMesh files alongside their corresponding scene files
770
+
771
+ ### Error Handling
772
+
773
+ The export/import system provides comprehensive error reporting:
774
+
775
+ ```typescript
776
+ // Export error handling
777
+ const result = await this.world.exportNavigationMesh(scenePath);
778
+ if (!result.success) {
779
+ console.error('Export failed - check if NavMesh exists and is valid');
780
+ }
781
+
782
+ // Import error handling
783
+ try {
784
+ const success = await this.world.importNavigationMeshFromData(fileData);
785
+ if (!success) {
786
+ console.error('Import failed - file may be corrupted or incompatible');
787
+ }
788
+ } catch (error) {
789
+ console.error('Import error:', error);
790
+ // Handle file read errors, format errors, etc.
791
+ }
792
+ ```
793
+
794
+ This export/import system enables powerful workflows with external tools while maintaining optimal performance through the native binary format.
795
+
796
+ ---
797
+
798
+ ## Next Steps
799
+
800
+ Once you have navigation working, you can implement sophisticated AI behaviors using the behavior tree system. See the **[AI and Behavior Trees Guide](6-ai-and-behavior-trees.md)** to learn about:
801
+
802
+ - Creating complex AI decision-making systems
803
+ - Implementing behavior trees for NPCs
804
+ - Aerial movement for flying enemies
805
+ - Combat and interaction behaviors
806
+ - Advanced AI debugging techniques
807
+
808
+ This navigation system provides the foundation for sophisticated AI movement in your Genesys.js projects.
809
+
810
+ ---
811
+
812
+ ## Source Code
813
+ Below are relevant engine source code you MUST digest in order to get complete understanding of the topic. Read them carefully.
814
+
815
+ ```
816
+ <file path={src/navigation/NavigationServer.ts}>
817
+ <file path={src/navigation/RecastNavigationServer.ts}>
818
+ <file path={src/components/movement/NpcMovementComponent.ts}>