NavMeshAgent.FindClosestEdge
FindClosestEdge(hit: NavMeshHit): bool;
bool FindClosestEdge(NavMeshHit hit);
def FindClosestEdge(hit as NavMeshHit) as bool
Parameters

hit Holds the properties of the resulting location.
Returns
bool True if a nearest edge is found.
Description

Locate the closest NavMesh edge.

The returned NavMeshHit object contains the position and details of the nearest point on the nearest edge of the Navmesh. Since an edge typically corresponds to a wall or other large object, this could be used to make a character take cover as close to the wall as possible.
private var agent: NavMeshAgent;

function Start () { agent = GetComponent.<NavMeshAgent>(); }

function Update() { // Move to the nearest wall when the mouse is clicked. if (Input.GetMouseButtonDown(0)) { TakeCover(); } }

function TakeCover() { var hit: NavMeshHit; if (agent.FindClosestEdge(hit)) { agent.SetDestination(hit.position); } }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    private NavMeshAgent agent;
    void Start() {
        agent = GetComponent<NavMeshAgent>();
    }
    void Update() {
        if (Input.GetMouseButtonDown(0))
            TakeCover();
        
    }
    void TakeCover() {
        NavMeshHit hit;
        if (agent.FindClosestEdge(out hit))
            agent.SetDestination(hit.position);
        
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	private agent as NavMeshAgent

	def Start() as void:
		agent = GetComponent[of NavMeshAgent]()

	def Update() as void:
		if Input.GetMouseButtonDown(0):
			TakeCover()

	def TakeCover() as void:
		hit as NavMeshHit
		if agent.FindClosestEdge():
			agent.SetDestination(hit.position)