This script lets you choose the destination point on the NavMeshA mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation. More info
See in Glossary by clicking the mouse on the object’s surface. The position of the click is determined by a raycast, rather like pointing a laser beam at the object to see where it hits (see the page Rays from the Camera for a full description of this technique). Since the GetComponent function is fairly slow to execute, the script stores its result in a variable during the Start function rather than call it repeatedly in Update.
// MoveToClickPoint.cs
using UnityEngine;
using UnityEngine.AI;
public class MoveToClickPoint : MonoBehaviour {
NavMeshAgent agent;
void Start() {
agent = GetComponent<NavMeshAgent>();
}
void Update() {
if (Input.GetMouseButtonDown(0)) {
RaycastHit hit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100)) {
agent.destination = hit.point;
}
}
}
}
//MoveToClickPoint.js
var agent: NavMeshAgent;
function Start() {
agent = GetComponent.<NavMeshAgent>();
}
function Update() {
if (Input.GetMouseButtonDown(0)) {
var hit: RaycastHit;
if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), hit, 100)) {
agent.destination = hit.point;
}
}
}
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