NavMeshAgent.Raycast
Raycast(targetPosition: Vector3, hit: NavMeshHit): bool;
bool Raycast(Vector3 targetPosition, NavMeshHit hit);
def Raycast(targetPosition as Vector3, hit as NavMeshHit) as bool
Parameters

targetPosition The desired end position of movement.
hit Properties of the obstacle detected by the ray (if any).
Returns
bool True if there is an obstacle between the agent and the target position, otherwise false.
Description

Trace a straight path towards a target postion in the NavMesh without moving the agent.

This function follows the path of a "ray" between the agent's position and the specified target position. If an obstruction is encountered along the line then a true value is returned and the position and other details of the obstructing object are stored in the hit parameter. This can be used to check if there is a clear shot or line of sight between a character and a target object. This function is preferable to the similar Physics.Raycast because the line tracing is performed in a simpler way using the navmesh and has a lower processing overhead.
var target: Transform;

private var agent: NavMeshAgent;

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

function Update() { var hit: NavMeshHit; // Note the negative test condition! if (!agent.Raycast(target.position, hit)) { // Target is "visible" from our position. } }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public Transform target;
    private NavMeshAgent agent;
    void Start() {
        agent = GetComponent<NavMeshAgent>();
    }
    void Update() {
        NavMeshHit hit;
        if (!agent.Raycast(target.position, out hit)) {
        }
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public target as Transform

	private agent as NavMeshAgent

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

	def Update() as void:
		hit as NavMeshHit
		if not agent.Raycast(target.position, ):
			pass