NavMeshAgent.SetDestination
SetDestination(target: Vector3): bool;
bool SetDestination(Vector3 target);
def SetDestination(target as Vector3) as bool
Parameters

target The target point to navigate to.
Description

Sets or updates the destination thus triggering the calculation for a new path.

Note that the path may not become available until after a few frames later. While the path is being computed, pathPending will be true. If a valid path becomes available then the agent will resume movement.
// Script to move a NavMeshAgent to the place where
// the mouse is clicked.
	private var agent: NavMeshAgent;

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

function Update () { var hit: RaycastHit;

// When the mouse is clicked... if (Input.GetMouseButtonDown(0)) { // If the click was on an object then set the agent's // destination to the point where the click occurred. var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, hit)) { agent.SetDestination(hit.point); } } }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    private NavMeshAgent agent;
    void Start() {
        agent = GetComponent<NavMeshAgent>();
    }
    void Update() {
        RaycastHit hit;
        if (Input.GetMouseButtonDown(0)) {
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            if (Physics.Raycast(ray, out hit))
                agent.SetDestination(hit.point);
            
        }
    }
}
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:
		hit as RaycastHit
		if Input.GetMouseButtonDown(0):
			ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
			if Physics.Raycast(ray, ):
				agent.SetDestination(hit.point)