Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#

NavMesh.CalculatePath

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, AI.NavMeshPath path);

Parameters

sourcePositionThe initial position of the path requested.
targetPositionThe final position of the path requested.
areaMaskA bitfield mask specifying which NavMesh areas can be passed when calculating a path.
pathThe resulting path.

Returns

bool True if a either a complete or partial path is found and false otherwise.

Description

Calculate a path between two points and store the resulting path.

This function can be used to plan a path ahead of time to avoid a delay in gameplay when the path is needed. Another use is to check if a target position is reachable before moving the agent.

In contrast to NavMeshAgent.SetDestination, which is asyncronous call, this function calculates the path immeditely. This can be costly operation for very long paths and can cause hiccup in the frame rate. It is recommended to do only a few path finds per frame, for example when evaluating distances to cover points.

The returned path can be used to set the path for an agent using NavMeshAgent.SetPath. The agent needs to be close the starting point for the set path to work.

// ShowGoldenPath
using UnityEngine;
using UnityEngine.AI;

public class ShowGoldenPath : MonoBehaviour { public Transform target; private NavMeshPath path; private float elapsed = 0.0f; void Start() { path = new NavMeshPath(); elapsed = 0.0f; }

void Update() { // Update the way to the goal every second. elapsed += Time.deltaTime; if (elapsed > 1.0f) { elapsed -= 1.0f; NavMesh.CalculatePath(transform.position, target.position, NavMesh.AllAreas, path); } for (int i = 0; i < path.corners.Length - 1; i++) Debug.DrawLine(path.corners[i], path.corners[i + 1], Color.red); } }

public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, AI.NavMeshQueryFilter filter, AI.NavMeshPath path);

Parameters

sourcePositionThe initial position of the path requested.
targetPositionThe final position of the path requested.
filterA filter specifying the cost of NavMesh areas that can be passed when calculating a path.
pathThe resulting path.

Returns

bool True if a either a complete or partial path is found and false otherwise.

Description

Calculates a path between two positions mapped to the NavMesh, subject to the constraints and costs defined by the filter argument.

Did you find this page useful? Please give it a rating: