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Closetarget | The 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.
using UnityEngine; using UnityEngine.AI;
public class Example : MonoBehaviour { NavMeshAgent myNavMeshAgent; void Start() { myNavMeshAgent = GetComponent<NavMeshAgent>(); }
void Update() { if (Input.GetMouseButtonDown(0)) { SetDestinationToMousePosition(); } }
void SetDestinationToMousePosition() { RaycastHit hit; Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { myNavMeshAgent.SetDestination(hit.point); } } }