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NavMeshAgent.GetAreaCost

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public float GetAreaCost(int areaIndex);

Parameters

areaIndexArea Index.

Returns

float Current cost for specified area index.

Description

Gets the cost for path calculation when crossing area of a particular type.

The cost of a path is the amount of "difficulty" involved in calculating it - the shortest path may not be the best if it passes over difficult ground, such as mud, snow, etc. Different types of areas are denoted by navmesh areas in Unity. The cost of a particular area is given in cost units per distance unit. Note that the cost of a path applies to the pathfinding only and does not automatically affect the movement speed of the agent when following the path. Indeed, the path's cost may denote other factors such as danger (safe but long path through a minefield) or visibility (long path that keeps a character in the shadows).

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