Obsolete - 0 - use the default navigation system, 1 - use the Multi-layer Navigation.
1 - display mesh and contour, 2 - also display triangles, 3 - also display tiles and external links.
agent type - the name of meshes' agent type, for which debugging information is displayed.
pathfinding quota per frame, in seconds.
0/1 - hide/show pathfinder debug statistics: queue size, average and maximum number of A* search steps, average and maximum search time.
0/1 - hide/show memory statistics.
Debugging Meshes and/or Tiles
- Set ai_DebugDrawNavigation to 3.
- Place a TagPoint with the name "MNMDebugLocator" within (a tile of) the mesh you want to debug.
- Press BackSpace key to switch between the display of the different generation steps.
Some statistics will be displayed at the top-left corner of the screen:
To display a path between two points, a path which can use any SmartObjects – place two TagPoints, MNMPathStart and MNMPathEnd:
To display a path for a particular AI character, rename it to MNMPathStart:
To debug raycast, create two TagPoints, MNMRayStart and MNMPathEnd. You can see which triangles are traversed and where there is a hit, if any:
To display detailed memory statistics for each existing mesh, set ai_MNMProfileMemory to 1 and also make sure ai_DebugDrawNavigation is not zero.