class in UnityEngine.AI
/
Inherits from:Behaviour
/
Implemented in:UnityEngine.AIModule
Navigation mesh agent.
This component is attached to a mobile character in the game to allow it to navigate the Scene using the NavMesh. See the Navigation section of the manual for further details.
| acceleration | The maximum acceleration of an agent as it follows a path, given in units / sec^2. | 
| agentTypeID | The type ID for the agent. | 
| angularSpeed | Maximum turning speed in (deg/s) while following a path. | 
| areaMask | Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale). | 
| autoBraking | Should the agent brake automatically to avoid overshooting the destination point? | 
| autoRepath | Should the agent attempt to acquire a new path if the existing path becomes invalid? | 
| autoTraverseOffMeshLink | Should the agent move across OffMeshLinks automatically? | 
| avoidancePriority | The avoidance priority level. | 
| baseOffset | The relative vertical displacement of the owning GameObject. | 
| currentOffMeshLinkData | The current OffMeshLinkData. | 
| desiredVelocity | The desired velocity of the agent including any potential contribution from avoidance. (Read Only) | 
| destination | Gets or attempts to set the destination of the agent in world-space units. | 
| hasPath | Does the agent currently have a path? (Read Only) | 
| height | The height of the agent for purposes of passing under obstacles, etc. | 
| isOnNavMesh | Is the agent currently bound to the navmesh? (Read Only) | 
| isOnOffMeshLink | Is the agent currently positioned on an OffMeshLink? (Read Only) | 
| isPathStale | Is the current path stale. (Read Only) | 
| isStopped | This property holds the stop or resume condition of the NavMesh agent. | 
| navMeshOwner | Returns the owning object of the NavMesh the agent is currently placed on (Read Only). | 
| nextOffMeshLinkData | The next OffMeshLinkData on the current path. | 
| nextPosition | Gets or sets the simulation position of the navmesh agent. | 
| obstacleAvoidanceType | The level of quality of avoidance. | 
| path | Property to get and set the current path. | 
| pathPending | Is a path in the process of being computed but not yet ready? (Read Only) | 
| pathStatus | The status of the current path (complete, partial or invalid). | 
| radius | The avoidance radius for the agent. | 
| remainingDistance | The distance between the agent's position and the destination on the current path. (Read Only) | 
| speed | Maximum movement speed when following a path. | 
| steeringTarget | Get the current steering target along the path. (Read Only) | 
| stoppingDistance | Stop within this distance from the target position. | 
| updatePosition | Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true. | 
| updateRotation | Should the agent update the transform orientation? | 
| updateUpAxis | Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on. | 
| velocity | Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually. | 
| ActivateCurrentOffMeshLink | Enables or disables the current off-mesh link. | 
| CalculatePath | Calculate a path to a specified point and store the resulting path. | 
| CompleteOffMeshLink | Completes the movement on the current OffMeshLink. | 
| FindClosestEdge | Locate the closest NavMesh edge. | 
| GetAreaCost | Gets the cost for path calculation when crossing area of a particular type. | 
| Move | Apply relative movement to current position. | 
| Raycast | Trace a straight path towards a target postion in the NavMesh without moving the agent. | 
| ResetPath | Clears the current path. | 
| SamplePathPosition | Sample a position along the current path. | 
| SetAreaCost | Sets the cost for traversing over areas of the area type. | 
| SetDestination | Sets or updates the destination thus triggering the calculation for a new path. | 
| SetPath | Assign a new path to this agent. | 
| Warp | Warps agent to the provided position. | 
| enabled | Enabled Behaviours are Updated, disabled Behaviours are not. | 
| isActiveAndEnabled | Has the Behaviour had active and enabled called? | 
| gameObject | The game object this component is attached to. A component is always attached to a game object. | 
| tag | The tag of this game object. | 
| transform | The Transform attached to this GameObject. | 
| hideFlags | Should the object be hidden, saved with the Scene or modifiable by the user? | 
| name | The name of the object. | 
| BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. | 
| CompareTag | Is this game object tagged with tag ? | 
| GetComponent | Returns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components. | 
| GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. | 
| GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. | 
| GetComponents | Returns all components of Type type in the GameObject. | 
| GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. Works recursively. | 
| GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. | 
| SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. | 
| SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. | 
| TryGetComponent | Gets the component of the specified type, if it exists. | 
| GetInstanceID | Gets the instance ID of the object. | 
| ToString | Returns the name of the object. | 
| Destroy | Removes a GameObject, component or asset. | 
| DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. | 
| DontDestroyOnLoad | Do not destroy the target Object when loading a new Scene. | 
| FindObjectOfType | Returns the first active loaded object of Type type. | 
| FindObjectsOfType | Gets a list of all loaded objects of Type type. | 
| Instantiate | Clones the object original and returns the clone. | 
| bool | Does the object exist? | 
| operator != | Compares if two objects refer to a different object. | 
| operator == | Compares two object references to see if they refer to the same object. |