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public method CalculatePath(targetPosition: Vector3, path: AI.NavMeshPath): bool;
public bool CalculatePath(Vector3 targetPosition, AI.NavMeshPath path);


targetPosition The final position of the path requested.
path The resulting path.


bool True if a path is found.


Calculate a path to a specified point and store the resulting path.

This function can be used to plan a path ahead of time to avoid a delay in gameplay when the path is needed. Another use is to check if a target position is reachable before moving the agent.

    var target: Transform;

private var agent: NavMeshAgent;

function Start () { agent = GetComponent.<NavMeshAgent>(); var path: NavMeshPath; agent.CalculatePath(target.position, path);

if (path.status == NavMeshPathStatus.PathPartial) { // The target cannot be reached... } }
using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); NavMeshPath path = new NavMeshPath(); agent.CalculatePath(target.position, path); if (path.status == NavMeshPathStatus.PathPartial) { } } }

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