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Environment is a general name for the game’s objects like ground, walls, and gates.
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The walkable area is solely defined by ground objects, walls serve only visual purposes.
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Select the prefab you’d like to turn into an obstacle.
If the object doesn’t have any kind of collider please add any of the next colliders:
Adjust its parameters so it approximately covers the shape.
In the Inspector window, change the object’s layer to Obstacle for each object you’ve put a collider on (or if there was a collider before). This will allow the physics engine to calculate bullet collisions and prevent aiming through the obstacles.
If it is a Ground object (plane where the player and NPC will walk) - set the object’s layer to Ground. This will allow the NavMesh system to recognize this object as a walkable area.


By default, environment elements don’t restrict a player's movement in the template. But if you need this feature please add the required NavMesh components following this step from the obstacles setup guide.
For clarity existing obstacles for each world are stored in dedicated folders.
Each obstacle needs to be registered in the Level Editor. This will allow quick spawn of it during level creation and is a key part of the game's quick loading system.
Right-click on the prefab and select Add into Level Editor
Set 2 required fields and click Add
.
If you forgot something in the previous step, you will get an error message.
Done. A new prefab can be used during level creation.
You can see the entire list of obstacles and environment elements in the Level Editor → World Settings
tab.
This list can be modified, so you can add, remove, or edit existing items.