Legacy Documentation: Version 4.6(go to latest)
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NavMeshAgent.SamplePathPosition

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function SamplePathPosition(passableMask: int, maxDistance: float, hit: NavMeshHit): bool;
public bool SamplePathPosition(int passableMask, float maxDistance, NavMeshHit hit);
public def SamplePathPosition(passableMask as int, maxDistance as float, hit as NavMeshHit) as bool

Parameters

passableMask A mask specifying which NavMesh layers can be passed when tracing the path.
maxDistance Terminate scanning the path at this distance.
hit Holds the properties of the resulting location.

Returns

bool True if terminated before reaching the position at maxDistance, false otherwise.

Description

Sample a position along the current path.

This function looks ahead a specified distance along the current path. Details of the mesh at that position are then returned in a NavMeshHit object. This could be used, for example, to check the type of surface that lies ahead before the character gets there - a character could raise his gun above his head if he is about to wade through water, say.

	var target: Transform;
	var mesh: NavMesh;

private var agent: NavMeshAgent; private var waterLayer: int;

function Start () { agent = GetComponent.<NavMeshAgent>(); waterLayer = mesh.GetNavMeshLayerFromName("Water"); agent.SetDestination(target.position); }

function Update() { var hit: NavMeshHit; // Check all layers one unit ahead. if (!agent.SamplePathPosition(-1, 1.0, hit)) { if (hit.mask & waterLayer) { // Water detected along the path... } } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    public Transform target;
    public NavMesh mesh;
    private NavMeshAgent agent;
    private int waterLayer;
    void Start() {
        agent = GetComponent<NavMeshAgent>();
        waterLayer = mesh.GetNavMeshLayerFromName("Water");
        agent.SetDestination(target.position);
    }
    void Update() {
        NavMeshHit hit;
        if (!agent.SamplePathPosition(-1, 1.0F, out hit))
            if (hit.mask & waterLayer) {
            }
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	public target as Transform

	public mesh as NavMesh

	private agent as NavMeshAgent

	private waterLayer as int

	def Start() as void:
		agent = GetComponent[of NavMeshAgent]()
		waterLayer = mesh.GetNavMeshLayerFromName('Water')
		agent.SetDestination(target.position)

	def Update() as void:
		hit as NavMeshHit
		if not agent.SamplePathPosition(-1, 1.0F, ):
			if hit.mask & waterLayer:
				pass