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Add missing spaces to # in md files.
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jakobhu committed Apr 7, 2017
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2 changes: 1 addition & 1 deletion Documentation/ConnectingSurfaces.md
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#Connecting NavMesh Surfaces
# Connecting NavMesh Surfaces

![Connecting surfaces example](Images/ConnectingSurfaces-Example.png)

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2 changes: 1 addition & 1 deletion Documentation/NavMeshLink.md
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#NavMeshLink
# NavMeshLink

![NavMeshLink example](Images/NavMeshLink-Example.png)

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4 changes: 2 additions & 2 deletions Documentation/NavMeshModifier.md
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#NavMeshModifier
# NavMeshModifier

![NavMeshModifier example](Images/NavMeshModifier-Example.png)

Expand All @@ -10,7 +10,7 @@ The NavMesh Modifier affects the NavMesh generation process, this means the NavM

Note: This component is a replacement for the old setting which could be enabled from the Navigation window Objects tab as well as the static flags dropdown on the GameObject. This component is available for baking at runtime, whereas the static flags are available in the editor only.

##Parameters
## Parameters
* Ignore From Build – when checked, the object and all if its’ children are skipped from the build process.
* Override Area Type – when checked the area type will be overridden for the game object containing the Modifier and all of it’s children.
* Area Type – new area type to apply
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2 changes: 1 addition & 1 deletion Documentation/NavMeshModifierVolume.md
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#NavMeshModifierVolume
# NavMeshModifierVolume

![NavMeshModifierVolume example](Images/NavMeshModifierVolume-Example.png)

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6 changes: 3 additions & 3 deletions Documentation/NavMeshSurface.md
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#NavMeshSurface
# NavMeshSurface

![NavMeshSurface example](Images/NavMeshSurface-Example.png)

Expand All @@ -8,7 +8,7 @@ The preferred way to use the NavMeshSurface component is to create an empty Game

The NavMeshSurface component can be also added to any game object. This is useful for cases where you want to use the Hierarchy to define which objects contribute to the NavMesh.

##Parameters
## Parameters
* Agent Type – the agent type which will use this NavMesh Surface. The agent type is used for bake settings, as well as to match a NavMeshAgent to proper surface during pathfinding.
* Collect Objects – defines on a high level which objects should be used for baking.
* All – use all active objects.
Expand All @@ -23,7 +23,7 @@ The main settings for the NavMesh Surface component allow you to filter the inpu

Game Objects which have a NavMesh Agent or NavMesh Obstacle will be excluded from the baking process automatically. They are dynamic users of the navmesh – and hence should not contribute to the navmesh building.

##Advanced Settings
## Advanced Settings

![NavMeshSurface advanced](Images/NavMeshSurface-Advanced.png)

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4 changes: 2 additions & 2 deletions Documentation/README.md
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#High-level NavMesh Building Components
# High-level NavMesh Building Components

Here we introduce four high level components for the navigation system:

Expand All @@ -9,7 +9,7 @@ Here we introduce four high level components for the navigation system:

These components comprise the high level controls for building and using NavMeshes at runtime as well as edit time.

##Techniques and Patterns
## Techniques and Patterns
* [Connecting NavMesh Surfaces](ConnectingSurfaces.md) using the NavMeshLink compoenent.


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