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A way to bake your unity terrain trees into the nav mesh
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| /////////////////////////////////////////////////////////////////////////////// | |
| // | |
| // This code is licensed under MIT license. | |
| // | |
| // Copyright © 2026 Bil Simser, https://www.simstools.com | |
| // | |
| // Permission is hereby granted, free of charge, to any person obtaining a copy | |
| // of this software and associated documentation files (the "Software"), to | |
| // deal in the Software without restriction, including without limitation the rights | |
| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| // copies of the Software, and to permit persons to whom the Software is | |
| // furnished to do so, subject to the following conditions: | |
| // | |
| // The above copyright notice and this permission notice shall be included in | |
| // all copies or substantial portions of the Software. | |
| // | |
| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
| // THE SOFTWARE. | |
| // | |
| /////////////////////////////////////////////////////////////////////////////// | |
| using UnityEditor; | |
| using UnityEngine; | |
| using UnityEngine.AI; | |
| /////////////////////////////////////////////////////////////////////////////// | |
| /// | |
| /// 1. Make sure your tree prefab has a collider | |
| /// 2. Go to your tool bar and click the obstacle baker. This will spawn a | |
| /// capsule game object at every tree under a parent game object. | |
| /// 3. Bake your nav mesh surface | |
| /// 4. Delete the Obstacle object | |
| /// | |
| /////////////////////////////////////////////////////////////////////////////// | |
| public class TreeObstacleBaker : EditorWindow | |
| { | |
| [MenuItem("Tools/Bake Trees With Temporary Capsules")] | |
| public static void ShowWindow() | |
| { | |
| GetWindow<TreeObstacleBaker>("Tree Obstacle Baker"); | |
| } | |
| private void OnGUI() | |
| { | |
| GUILayout.Label("Bake Terrain Trees into NavMesh (temporary capsules)", EditorStyles.boldLabel); | |
| EditorGUILayout.Space(10); | |
| if (GUILayout.Button("Generate Capsules for Trees")) | |
| { | |
| GenerateTreeCapsules(); | |
| } | |
| } | |
| private void GenerateTreeCapsules() | |
| { | |
| Terrain terrain = Terrain.activeTerrain; | |
| if (terrain == null) | |
| { | |
| Debug.LogError("No active terrain found."); | |
| return; | |
| } | |
| TreeInstance[] trees = terrain.terrainData.treeInstances; | |
| if (trees.Length == 0) | |
| { | |
| Debug.LogWarning("No trees found on the terrain."); | |
| return; | |
| } | |
| // Remove previous obstacles | |
| GameObject oldParent = GameObject.Find("Tree_Obstacles"); | |
| if (oldParent != null) DestroyImmediate(oldParent); | |
| GameObject parent = new GameObject("Tree_Obstacles"); | |
| Undo.RegisterCreatedObjectUndo(parent, "Create Tree Obstacles"); | |
| int createdCount = 0; | |
| foreach (TreeInstance tree in trees) | |
| { | |
| // Convert tree local position to world | |
| Vector3 worldPos = Vector3.Scale(tree.position, terrain.terrainData.size) + terrain.transform.position; | |
| GameObject capsule = GameObject.CreatePrimitive(PrimitiveType.Capsule); | |
| capsule.name = "TreeCapsule_" + createdCount; | |
| capsule.transform.position = worldPos; | |
| capsule.transform.SetParent(parent.transform); | |
| // Adjust scale (example: 1 unit radius, height = terrain tree height) | |
| float treeHeight = terrain.terrainData.size.y * 0.5f; // adjust as needed | |
| capsule.transform.localScale = new Vector3(1f, treeHeight / 2f, 1f); // height in Unity capsule = scale.y * 2 | |
| capsule.isStatic = true; // mark as static for NavMesh baking | |
| // Remove collider if desired after bake | |
| // Or leave it for baking | |
| // Collider col = capsule.GetComponent<Collider>(); | |
| createdCount++; | |
| } | |
| Debug.Log($"Created {createdCount} tree capsules. Bake NavMesh now and then you can delete the parent object."); | |
| } | |
| } |
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