Version: 2019.4
  • C#


Suggest a change


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.


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.



public bool SamplePathPosition(int areaMask, float maxDistance, out AI.NavMeshHit hit);


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


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


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.

using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; private int waterMask;

void Start() { agent = GetComponent<NavMeshAgent>(); waterMask = 1 << NavMesh.GetAreaFromName("Water"); agent.SetDestination(target.position); }

void Update() { NavMeshHit hit;

// Check all areas one length unit ahead. if (!agent.SamplePathPosition(NavMesh.AllAreas, 1.0F, out hit)) if ((hit.mask & waterMask) != 0) { // Water detected along the path... } } }