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 active and enabled called? |
gameObject | El game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object. |
tag | El tag de este 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 | El nombre del objeto. |
BroadcastMessage | Llama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos. |
CompareTag | ¿Este game object está etiquetado con tag? |
GetComponent | Devuelve un componente de tipo type si el game object tiene a alguno adjuntado, o null si no lo tiene. |
GetComponentInChildren | Retorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad). |
GetComponentInParent | Retorna el componente de tipo type en el GameObject o cualquiera de sus padres. |
GetComponents | Retorna todos los componentes de tipo type en el GameObject. |
GetComponentsInChildren | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo. |
GetComponentsInParent | Retorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres. |
SendMessage | Llama al método denominado methodName en cada MonoBehaviour de este game object. |
SendMessageUpwards | Llama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour. |
GetInstanceID | Devuelve el id de la instancia del objeto. |
ToString | Returns the name of the object. |
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 | Devuelve el primer objeto activo cargado de tipo type. |
FindObjectsOfType | Devuelve una lista de todos los objetos activos cargados de tipo type. |
Instantiate | Clona el objeto original y devuelve el clon. |
bool | ¿Existe el objeto? |
operator != | Compare si dos objetos se refieren a un objeto diferente. |
operator == | Compara dos referencias de objeto para ver si se refieren al mismo objeto. |