Version: 2017.4
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public method SetDestination(target: Vector3): bool;
public bool SetDestination(Vector3 target);


targetThe target point to navigate to.


bool True if the destination was requested successfully, otherwise false.


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: UnityEngine.AI.NavMeshAgent;

function Start () { agent = GetComponent.<UnityEngine.AI.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 ExampleClass : MonoBehaviour { private AI.NavMeshAgent agent; void Start() { agent = GetComponent<AI.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); } } }