graph.nearestSearchOnlyXZ=EditorGUILayout.Toggle(newGUIContent("Nearest node queries in XZ space",
"Recomended for single-layered environments.\nFaster but can be inacurate esp. in multilayered contexts."),graph.nearestSearchOnlyXZ);
EditorGUILayout.HelpBox("The global toggle for node queries in XZ space has been deprecated. Use the NNConstraint settings instead.",MessageType.Warning);
}
#pragmawarningrestore618
graph.recalculateNormals=EditorGUILayout.Toggle(newGUIContent("Recalculate Normals","Disable for spherical graphs or other complicated surfaces that allow the agents to e.g walk on walls or ceilings. See docs for more info."),graph.recalculateNormals);
graph.enableNavmeshCutting=EditorGUILayout.Toggle(newGUIContent("Affected By Navmesh Cuts","Makes this graph affected by NavmeshCut and NavmeshAdd components. See the documentation for more info."),graph.enableNavmeshCutting);
if(graph.enableNavmeshCutting){
EditorGUI.indentLevel++;
EditorGUI.BeginChangeCheck();
varnewValue=EditorGUILayout.FloatField(newGUIContent("Agent Radius","Navmesh cuts can optionally be expanded by the agent radius"),graph.navmeshCuttingCharacterRadius);
graph.showMeshSurface=GUILayout.Toggle(graph.showMeshSurface,newGUIContent("Show surface","Toggles gizmos for drawing the surface of the mesh"),EditorStyles.miniButtonLeft);
graph.showMeshOutline=GUILayout.Toggle(graph.showMeshOutline,newGUIContent("Show outline","Toggles gizmos for drawing an outline of the nodes"),EditorStyles.miniButtonMid);
graph.showNodeConnections=GUILayout.Toggle(graph.showNodeConnections,newGUIContent("Show connections","Toggles gizmos for drawing node connections"),EditorStyles.miniButtonRight);