forked from bit/DotRecastNetSim
typo
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@ -50,23 +50,30 @@ public class DynamicUpdateSampleTool : ISampleTool
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private DynamicUpdateToolMode mode = DynamicUpdateToolMode.BUILD;
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private DynamicUpdateToolMode mode = DynamicUpdateToolMode.BUILD;
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private float cellSize = 0.3f;
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private float cellSize = 0.3f;
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// build config
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private int partitioning = RcPartitionType.WATERSHED.Value;
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private int partitioning = RcPartitionType.WATERSHED.Value;
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private bool filterLowHangingObstacles = true;
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private float walkableSlopeAngle = 45f;
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private bool filterLedgeSpans = true;
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private bool filterWalkableLowHeightSpans = true;
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private float walkableHeight = 2f;
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private float walkableHeight = 2f;
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private float walkableRadius = 0.6f;
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private float walkableRadius = 0.6f;
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private float walkableClimb = 0.9f;
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private float walkableClimb = 0.9f;
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private float walkableSlopeAngle = 45f;
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private float minRegionArea = 6f;
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private float minRegionArea = 6f;
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private float regionMergeSize = 36f;
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private float regionMergeSize = 36f;
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private float maxEdgeLen = 12f;
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private float maxEdgeLen = 12f;
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private float maxSimplificationError = 1.3f;
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private float maxSimplificationError = 1.3f;
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private int vertsPerPoly = 6;
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private int vertsPerPoly = 6;
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private bool buildDetailMesh = true;
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private bool compression = true;
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private float detailSampleDist = 6f;
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private float detailSampleDist = 6f;
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private float detailSampleMaxError = 1f;
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private float detailSampleMaxError = 1f;
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private bool filterLowHangingObstacles = true;
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private bool filterLedgeSpans = true;
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private bool filterWalkableLowHeightSpans = true;
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private bool buildDetailMesh = true;
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private bool compression = true;
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private bool showColliders = false;
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private bool showColliders = false;
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private long buildTime;
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private long buildTime;
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private long raycastTime;
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private long raycastTime;
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