Class AdvancedSmooth - 이 수정자는 사용 중단되었습니다.

Member AgentOffMeshLinkTraversal.firstPosition - 'relativeStart`를 사용하세요.

Member AgentOffMeshLinkTraversal.secondPosition - 'relativeEnd`를 사용하세요.

Member AgentOffMeshLinkTraversalContext.linkInfo - `link` 속성을 사용하세요.

Member AIBase.canSearch - 'autoRepath.mode`로 대체되었습니다.

Member AIBase.centerOffset - 대신 `height` 속성을 사용하세요 (이 값의 2배).

Member AIBase.repathRate - `autoRepath.period`로 이름이 변경되었습니다.

Member AIBase.rotationIn2D - 대신 `orientation`을 사용하세요.

Member AIBase.target - 4.1 버전에서는 이 속성이 자동으로 `AIDestinationSetter` 컴포넌트를 추가하고 그 컴포넌트에 타겟을 설정합니다. 대신 타겟으로 설정할 변환을 생성할 필요가 없는 `destination` 속성을 사용하거나 `AIDestinationSetter` 컴포넌트를 직접 사용하세요.

Member AILerp.canSearch - `autoRepath.mode`로 대체되었습니다.

Member AILerp.ForceSearchPath() - 대신 `SearchPath`를 사용하세요.

Member AILerp.OnTargetReached() - 이 메서드를 재정의하지 마세요. 대신 `reachedDestination` 또는 `reachedEndOfPath` 속성을 사용하세요.

Member AILerp.repathRate - `autoRepath.period`로 이름이 변경되었습니다.

Member AILerp.rotationIn2D - 대신 `orientation`을 사용하세요.

Member AILerp.target - 4.0 버전에서는 이 속성이 자동으로 `AIDestinationSetter` 컴포넌트를 추가하고 그 컴포넌트에 타겟을 설정합니다. 대신 타겟으로 설정할 변환을 생성할 필요가 없는 `destination` 속성을 사용하거나 `AIDestinationSetter` 컴포넌트를 직접 사용하세요.

Member AIPath.OnTargetReached() - 이 메서드를 재정의하지 마세요. 대신 `reachedDestination` 또는 `reachedEndOfPath` 속성을 사용하세요.

Member AstarPath.prioritizeGraphs - 이 설정은 제거되었습니다. 항상 약간의 임시방편이었기 때문에, 검색할 그래프를 선택하려면 `NNConstraint.graphMask`를 사용하세요.

Member AstarPath.prioritizeGraphsLimit - 이 설정은 제거되었습니다. 항상 약간의 임시방편이었기 때문에, 검색할 그래프를 선택하려면 `NNConstraint.graphMask`를 사용하세요.

Member AstarSerializer.SerializeNodes() - 더 이상 사용되지 않습니다.

Member FollowerEntity.canSearch - `autoRepath.mode`로 대체되었습니다.

Member GraphCollision.rayDirection - 이제 `Both` 모드만 지원됩니다.

Member GraphNode.AddConnection(GraphNode node, uint cost) - 대신 정적 `Connect` 메서드를 사용하거나, 정말 필요하다면 `AddPartialConnection`을 사용하세요.

Member GraphNode.ContainsConnection(GraphNode node) - 대신 `ContainsOutgoingConnection`을 사용하세요.

Member GraphNode.GetPortal(GraphNode other, List<Vector3> left, List<Vector3> right, bool backwards) - 대신 `GetPortal(GraphNode, out Vector3, out Vector3)`을 사용하세요.

Member GraphNode.RemoveConnection(GraphNode node) - 대신 정적 `Disconnect` 메서드를 사용하거나, 정말 필요하다면 `RemovePartialConnection`을 사용하세요.

Member GraphUpdateObject.RevertFromBackup() - 대신 `AstarPath.Snapshot`을 사용하세요.

Member GraphUpdateObject.trackChangedNodes - 이 필드는 더 이상 아무런 기능을 하지 않습니다. 대신 `AstarPath.Snapshot`을 사용하세요.

Member GridGraph.CalculateConnections(int x, int z) - 이 메서드는 4.3.80 이후로 매우 느려졌습니다. 연결 재계산을 일괄 처리하려면 대신 `RecalculateConnectionsInRegion`을 사용하세요.

Member GridGraph.CalculateConnections(GridNodeBase node) - 이 메서드는 4.3.80 이후로 매우 느려졌습니다. 연결 재계산을 일괄 처리하려면 `RecalculateConnectionsInRegion` 또는 `RecalculateAllConnections`를 사용하세요.

Member GridGraph.Linecast(Vector3 from, Vector3 to, GraphNode hint) - `hint` 매개변수는 사용 중단되었습니다.

Member GridGraph.Linecast(Vector3 from, Vector3 to, GraphNode hint, out GraphHitInfo hit, List<GraphNode> trace, System.Func<GraphNode, bool> filter=null) - `hint` 매개변수는 사용 중단되었습니다.

Member GridGraph.Linecast(Vector3 from, Vector3 to, GraphNode hint, out GraphHitInfo hit) - `hint` 매개변수는 사용 중단되었습니다.

Member GridGraph.maxClimb - 이 필드는 `maxStepHeight`로 이름이 변경되었습니다.

Member GridGraph.penaltyAngle - 대신 `RuleAnglePenalty` 클래스를 사용하세요.

Member GridGraph.penaltyAngleFactor - 대신 `RuleAnglePenalty` 클래스를 사용하세요.

Member GridGraph.penaltyAnglePower - 대신 `RuleAnglePenalty` 클래스를 사용하세요.

Member GridGraph.penaltyPosition - 대신 `RuleElevationPenalty` 클래스를 사용하세요.

Member GridGraph.penaltyPositionFactor - 대신 `RuleElevationPenalty` 클래스를 사용하세요.

Member GridGraph.penaltyPositionOffset - 대신 `RuleElevationPenalty` 클래스를 사용하세요.

Member GridGraph.SnappedLinecast(Vector3 from, Vector3 to, GraphNode hint, out GraphHitInfo hit) - 대신 `Linecast`를 사용하세요.

Member GridGraph.textureData - 대신 `RuleTexture` 클래스를 사용하세요.

Member GridGraphRules.Add(GridGraphRule.Pass pass, System.Action<Context> action) - 대신 `AddJobSystemPass` 또는 `AddMainThreadPass`를 사용하세요.

Member GridGraphScanData.bounds - `nodes.bounds` 또는 `heightHitsBounds`를 사용하세요. 사용 중인 `heightHits` 배열에 따라 다릅니다.

Member GridGraphScanData.layeredDataLayout - 대신 `nodes.layeredDataLayout`을 사용하세요.

Member GridGraphScanData.nodeConnections - 대신 `nodes.connections`을 사용하세요.

Member GridGraphScanData.nodeNormals - 대신 `nodes.normals`을 사용하세요.

Member GridGraphScanData.nodePenalties - 대신 `nodes.penalties`을 사용하세요.

Member GridGraphScanData.nodePositions - 대신 `nodes.positions`을 사용하세요.

Member GridGraphScanData.nodeTags - 대신 `nodes.tags`을 사용하세요.

Member GridGraphScanData.nodeWalkable - 대신 `nodes.walkable`을 사용하세요.

Member GridGraphScanData.nodeWalkableWithErosion - 대신 `nodes.walkableWithErosion`을 사용하세요.

Member GridNode.GetConnectionInternal(int dir) - 대신 `HasConnectionInDirection`을 사용하세요.

Member IRaycastableGraph.Linecast(Vector3 start, Vector3 end, GraphNode startNodeHint) - `hint` 매개변수는 사용 중단되었습니다.

Member IRaycastableGraph.Linecast(Vector3 start, Vector3 end, GraphNode startNodeHint, out GraphHitInfo hit) - `hint` 매개변수는 사용 중단되었습니다.

Member IWorkItemContext.QueueFloodFill() - 사용하지 마세요. 이는 연결된 구성 요소의 전체 재계산을 강제합니다. 대부분의 경우 `HierarchicalGraph` 클래스가 백그라운드에서 자동으로 처리합니다. 거의 모든 경우에서 이 함수 호출을 제거해도 됩니다.

Member LevelGridNode.GetConnection(int i) - 대신 `HasConnectionInDirection`을 사용하세요.

Member ManagedState.autoRepath - `FollowerEntity.autoRepath` 또는 `Pathfinding.ECS.AutoRepathPolicy` 컴포넌트를 사용하세요.

Class MineBotAI - 이 스크립트는 `Pathfinding.Examples.MineBotAnimation`으로 대체되었습니다. Unity 에디터에서 이 스크립트를 사용하는 모든 경우는 자동으로 하나의 `AIPath` 컴포넌트와 하나의 `MineBotAnimation` 컴포넌트로 대체됩니다.

Member MovementSettings.movementPlaneSource - 대신 `AgentMovementPlaneSource` 컴포넌트 또는 `FollowerEntity` 컴포넌트의 `movementPlaneSource` 속성을 사용하세요.

Member NavGraph.GetNearestForce(Vector3 position, NNConstraint constraint) - 대신 `GetNearest`를 사용하세요.

Member NavGraph.ScanInternal() - `ScanInternal(bool)`을 사용하세요.

 

Member NavmeshBase.nearestSearchOnlyXZ - `NNConstraint`의 적절한 필드를 설정하세요.

Member NNConstraint.Default - 대신 `NNConstraint.Walkable`을 사용하세요. 동일한 기능을 하지만 이름이 더 설명적입니다.

Member NNConstraint.distanceXZ - 대신 `distanceMetric = DistanceMetric.ClosestAsSeenFromAbove()`를 사용하세요.

Member NNInfo.clampedPosition - 이 필드는 `position`으로 이름이 변경되었습니다.

Class ProceduralGridMover - 대신 `ProceduralGraphMover`를 사용하세요.

Member RecastGraph.colliderRasterizeDetail - 대신 `collectionSettings.colliderRasterizeDetail`을 사용하세요.

Member RecastGraph.mask - 대신 `collectionSettings.layerMask`를 사용하세요.

Member RecastGraph.rasterizeColliders - 대신 `collectionSettings.rasterizeColliders`를 사용하세요.

Member RecastGraph.rasterizeMeshes - 대신 `collectionSettings.rasterizeMeshes`를 사용하세요.

Member RecastGraph.rasterizeTerrain - 대신 `collectionSettings.rasterizeTerrain`을 사용하세요.

Member RecastGraph.rasterizeTrees - 대신 `collectionSettings.rasterizeTrees`를 사용하세요.

Member RecastGraph.tagMask - 대신 `collectionSettings.tagMask`를 사용하세요.

Member RecastGraph.terrainSampleSize - 대신 `collectionSettings.terrainHeightmapDownsamplingFactor`를 사용하세요.

Member RecastMeshObj.area - 대신 `mode`와 `surfaceID`를 사용하세요.

Class RecastTileUpdate - 5.0 버전 이후로 이 컴포넌트는 더 이상 필요하지 않습니다. 일반적인 그래프 업데이트가 동일한 타일을 업데이트할 때 일괄 처리됩니다. 예를 들어 `DynamicGridObstacle` 컴포넌트를 사용하세요.

Class RecastTileUpdateHandler - 5.0 버전 이후로 이 컴포넌트는 더 이상 필요하지 않습니다. 일반적인 그래프 업데이트가 동일한 타일을 업데이트할 때 일괄 처리됩니다. 예를 들어 `DynamicGridObstacle` 컴포넌트를 사용하세요.

Member RichAI.OnTargetReached() - 이 메서드를 재정의하지 마세요. 대신 `reachedDestination` 또는 `reachedEndOfPath` 속성을 사용하세요.

Member RVOController.enableRotation - `rotation` 속성을 사용하세요.

Member RVOController.ForceSetVelocity(Vector3 velocity) - `velocity` 속성을 설정하세요.

Member RVOController.mask - 이 필드는 더 이상 사용되지 않습니다.

Member RVOController.maxSpeed - 이 필드는 더 이상 사용되지 않습니다.

Member RVOController.rotationSpeed - 이 필드는 더 이상 사용되지 않습니다.

Member RVOController.Teleport(Vector3 pos) - 대신 `transform.position`을 사용하세요. `RVOController`가 이를 문제없이 처리할 수 있습니다.

Member RVOController.wallAvoidFalloff - 이 기능은 현재 비활성화되어 있습니다. 잘 작동하지 않았으며 RVO 시스템의 일부 변경 후 지원하기 어려웠습니다. 향후 버전에서 다시 활성화될 수 있습니다.

Member RVOController.wallAvoidForce - 이 기능은 현재 비활성화되어 있습니다. 잘 작동하지 않았으며 RVO 시스템의 일부 변경 후 지원하기 어려웠습니다. 향후 버전에서 다시 활성화될 수 있습니다.

Class RVONavmesh - 이 컴포넌트는 사용 중단되었습니다. 로컬 회피 콜라이더는 성능이 저조했으며 제대로 작동하지 않았습니다. 대신 그래프를 수정하여 경로 찾기가 장애물을 고려하도록 하세요.

Class RVOObstacle - 이 컴포넌트는 사용 중단되었습니다. 로컬 회피 콜라이더는 성능이 저조했으며 제대로 작동하지 않았습니다. 대신 그래프를 수정하여 경로 찾기가 장애물을 고려하도록 하세요.

Member RVOSimulator.doubleBuffering - 더블 버퍼링이 제거되었습니다.

Member RVOSimulator.workerThreads - 작업자 스레드 수는 이제 Unity 작업 시스템에 의해 설정됩니다.

Class RVOSquareObstacle - 이 컴포넌트는 사용 중단되었습니다. 로컬 회피 콜라이더는 성능이 저조했으며 제대로 작동하지 않았습니다. 대신 그래프를 수정하여 경로 찾기가 장애물을 고려하도록 하세요.

Member Seeker.pathCallback - 매번 `StartPath` 메서드에 콜백을 전달하거나 이동 스크립트에서 `ai.SetPath`와 `ai.pathPending`을 사용하세요. 새 델리게이트를 생성하여 GC 할당을 피하고 싶다면 자체 스크립트에서 캐시할 수 있습니다.

Member Seeker.StartPath(Vector3 start, Vector3 end) - 대신 `StartPath(Vector3, Vector3, OnPathDelegate)`를 사용하세요.

Member SimulatorBurst.AddAgent(IAgent agent) - 대신 `AddAgent(Vector3)`를 사용하세요.

Member SimulatorBurst.AddAgent(Vector2 position, float elevationCoordinate) - 대신 `AddAgent(Vector3)`를 사용하세요.

Member StartEndModifier.Interpolate - 대신 `NodeConnection`을 사용하세요.

Member WorkItemProcessor.QueueFloodFill() - 이 메서드는 더 이상 아무런 기능을 하지 않습니다.

Class XPath - 대신 `ABPath`와 `ABPath.endingCondition` 필드를 사용하세요.

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