Version: 2019.2
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

NavMeshQuery.UpdateFindPath

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

Submission failed

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

Cancel

public Experimental.AI.PathQueryStatus UpdateFindPath(int iterations, out int iterationsPerformed);

Parameters

iterationsMaximum number of nodes to be traversed by the search algorithm during this call.
iterationsPerformedOutputs the actual number of nodes that have been traversed during this call.

Returns

PathQueryStatus InProgress if the search needs to continue further by calling UpdateFindPath again.
Success if the search is completed and a path has been found or not.
Failure if the search for the desired position could not be completed because the NavMesh has changed significantly since the search was initiated.
Additionally the returned value can contain the OutOfNodes flag when the pathNodePoolSize parameter for the NavMeshQuery initialization was not large enough to accommodate the search space.

Description

Continues a path search that is in progress.

The operation needs to have been initialized previously with NavMeshQuery.BeginFindPath and it will run until the entire route is found or the specified number of iterations have been executed.

As long as the previous call returned a state of InProgress this method can be called repeatedly, across different frames, until the operation is successful. Use NavMeshQuery.EndFindPath afterwards to prepare the path data for retrieval, along with the number of contained nodes.

See Also: PathQueryStatus.