anchor.diff:  }
   ----
   
  -The easiest way to move a physics character is by using the <<jme3/advanced/walking_character#bettercharactercontrol#,BetterCharacterControl>> class. In this implementation, this is done in the link:https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/controls/PCControl.java[PCControl] class by extending `BetterCharacterControl`. Since `BetterCharacterControl` is required to be present on the spatial for pathfinding, in the `setSpatial()` method, we throw an exception to let us know if it's missing.
  +The easiest way to move a physics character is by using the xref:jme3/advanced/walking_character#bettercharactercontrol.adoc[BetterCharacterControl] class. In this implementation, this is done in the link:https://github.com/jMonkeyEngine/doc-examples/blob/master/src/com/jme3/examples/jme3ai/controls/PCControl.java[PCControl] class by extending `BetterCharacterControl`. Since `BetterCharacterControl` is required to be present on the spatial for pathfinding, in the `setSpatial()` method, we throw an exception to let us know if it's missing.
   
   [source, java]
   ----
  
positive.code: = jMonkeyEngine Artificial Intelligence
  :author:
  :revnumber:
  :revdate: 2017/04/15 13:30
  :relfileprefix: ../../
  :imagesdir: ../..
  :experimental:
  ifdef::env-github,env-browser[:outfilesuffix: .adoc]
  
  
  
  
negative.code: *  Open your scene in the Terrain Editor or Scene Explorer by btn:[RMB] selecting the file in your assets folder and choosing `Edit Terrain` or `Edit in SceneComposer`.
  *  Once open, btn:[RMB] select the root node in the `SceneExplorer` and then select `menu:Spatial[NavMesh]`.
  
  This will open the `Create NavMesh` dialog with default settings. You can read in depth about each parameter by following the `Configuration Parameters` link under xref:jme3/advanced/jme3_ai.adoc#requirements.adoc[Requirements].
  
  .Parameter Insight
  The jme3AI system uses CritterAI, which is based off link:https://github.com/recastnavigation/recastnavigation[Recast and Detour] navigation. The author of Recast lays out a few specific rules for NavMesh creation in this link:http://digestingduck.blogspot.dk/2009/08/recast-settings-uncovered.html[blog post], which logically apply to jme3AI. Below is a translation of this post as it pertains to jme3AI.
  