Work in progress, not entirely stable right now.
register_detour_crowdderegister_detour_crowdcreate_empty_input_geometryget_empty_input_geometrycreate_empty_recast_polygon_mesh_configcreate_empty_detour_navigation_mesh_configcreate_empty_detour_navigation_meshcreate_empty_detour_crowd_configcreate_empty_detour_crowdcreate_empty_detour_crowd_agent_config
get_closest_pointget_simple_path
bakebake_from_input_geometryclearget_closest_pointget_simple_path
baked
backendparameters
set_navigation_mesh
changed
positiontargetpassive_movementtarget_desired_distancebackendparameters
enable -> booldisableset_navigation_crowdset_positionset_targetget_positionget_target
new_positionnew_velocity
add_nodesadd_resourcesadd_resources_with_transforms
build_from_input_geometrycreate_crowdget_closest_pointget_closest_point_with_extentsget_simple_pathget_simple_path_with_extents
initializecreate_agentupdate
updated
position: Vector3velocity: Vector3state: enum
enable() -> booldisable()set_target(target: Vector3)set_target_with_extents(target: Vector3, search_box_half_extents: Vector3)get_target() -> Vector3
new_position(new_position: Vector3)new_velocity(new_velocity: Vector3)
StateUNINITIALIZEDDISABLEDINVALIDWALKINGOFFMESH
