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
For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.Close
|position||World position for which the closest point on the NavMesh needs to be found.|
|extents||Maximum distance, from the specified |
|agentTypeID||Identifier for the agent type whose NavMesh surfaces should be selected for this operation. The Humanoid agent type exists for all NavMeshes and has an ID of 0. Other agent types can be defined manually through the Editor. A separate NavMesh surface needs to be baked for each agent type.|
|areaMask||Bitmask used to represent areas of the NavMesh that should (value of 1) or shouldn't (values of 0) be sampled. This parameter is optional and defaults to NavMesh.AllAreas if unspecified. See Also: Areas and Costs.|
An object with position and valid PolygonId - when a point on the NavMesh has been found.
An invalid object - when no NavMesh surface with the desired features has been found within the search area. See Also: NavMeshQuery.IsValid.
Finds the closest point and PolygonId on the NavMesh for a given world position.
The search only applies to the specified type of NavMesh surface, for one or more desired area types and is limited to within the specified search area. It does not search for positions on NavMeshLinks or Off-mesh Links.
Nearby NavMesh surfaces directly above or below the specified position are preferred. When there are none up or down within the specified search extents the surfaces closest sideways are sampled.
See Also: NavMesh.SamplePosition.