Navigation mesh agent.
This component is attached to a mobile character in the game to allow it to navigate the scene using the NavMesh. See the Navigation section of the manual for further details.
acceleration | The maximum acceleration of an agent as it follows a path, given in units / sec^2. |
agentTypeID | The type ID for the agent. |
angularSpeed | Maximum turning speed in (deg/s) while following a path. |
areaMask | Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). |
autoBraking | Should the agent brake automatically to avoid overshooting the destination point? |
autoRepath | Should the agent attempt to acquire a new path if the existing path becomes invalid? |
autoTraverseOffMeshLink | Should the agent move across OffMeshLinks automatically? |
avoidancePriority | The avoidance priority level. |
baseOffset | The relative vertical displacement of the owning GameObject. |
currentOffMeshLinkData | The current OffMeshLinkData. |
desiredVelocity | The desired velocity of the agent including any potential contribution from avoidance. (Read Only) |
destination | Gets or attempts to set the destination of the agent in world-space units. |
hasPath | Does the agent currently have a path? (Read Only) |
height | The height of the agent for purposes of passing under obstacles, etc. |
isOnNavMesh | Is the agent currently bound to the navmesh? (Read Only) |
isOnOffMeshLink | Is the agent currently positioned on an OffMeshLink? (Read Only) |
isPathStale | Is the current path stale. (Read Only) |
isStopped | This property holds the stop or resume condition of the NavMesh agent. |
navMeshOwner | Returns the owning object of the NavMesh the agent is currently placed on (Read Only). |
nextOffMeshLinkData | The next OffMeshLinkData on the current path. |
nextPosition | Gets or sets the simulation position of the navmesh agent. |
obstacleAvoidanceType | The level of quality of avoidance. |
path | Property to get and set the current path. |
pathPending | Is a path in the process of being computed but not yet ready? (Read Only) |
pathStatus | The status of the current path (complete, partial or invalid). |
radius | The avoidance radius for the agent. |
remainingDistance | The distance between the agent's position and the destination on the current path. (Read Only) |
speed | Maximum movement speed when following a path. |
steeringTarget | Get the current steering target along the path. (Read Only) |
stoppingDistance | Stop within this distance from the target position. |
updatePosition | Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. |
updateRotation | Should the agent update the transform orientation? |
updateUpAxis | Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on. |
velocity | Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. |
ActivateCurrentOffMeshLink | Enables or disables the current off-mesh link. |
CalculatePath | Calculate a path to a specified point and store the resulting path. |
CompleteOffMeshLink | Completes the movement on the current OffMeshLink. |
FindClosestEdge | Locate the closest NavMesh edge. |
GetAreaCost | Gets the cost for path calculation when crossing area of a particular type. |
Move | Apply relative movement to current position. |
Raycast | Trace a straight path towards a target postion in the NavMesh without moving the agent. |
ResetPath | Clears the current path. |
SamplePathPosition | Sample a position along the current path. |
SetAreaCost | Sets the cost for traversing over areas of the area type. |
SetDestination | Sets or updates the destination thus triggering the calculation for a new path. |
SetPath | Assign a new path to this agent. |
Warp | Warps agent to the provided position. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
isActiveAndEnabled | Has the Behaviour had enabled called. |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject. |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with tag ? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the GameObject. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares two object references to see if they refer to the same object. |