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Navigation mesh agent.
| destination |
Destination to navigate towards. |
| stoppingDistance |
Stop within this distance from the target position. |
| velocity |
The current velocity of the NavMeshAgent component. |
| nextPosition |
The next position on the path. |
| steeringTarget |
The current steering target - usually the next corner or end point of the current path. (Read Only) |
| desiredVelocity |
The desired velocity of the agent including any potential contribution from avoidance. (Read Only) |
| remainingDistance |
Remaining distance along the current path - or infinity when not known. (Read Only) |
| baseOffset |
The relative vertical displacement of the owning GameObject. |
| isOnOffMeshLink |
Is agent currently positioned on an OffMeshLink. (Read Only) |
| currentOffMeshLinkData |
The current OffMeshLinkData. |
| autoTraverseOffMeshLink |
Automate movement onto and off of OffMeshLinks. |
| autoRepath |
Attempt to acquire a new path if the existing path becomes invalid |
| hasPath |
Does the agent currently have a path. (Read Only) |
| pathPending |
A path is being computed, but not yet ready. (Read Only) |
| isPathStale |
Is the current path stale. (Read Only) |
| pathStatus |
Query the state of the current path. |
| path |
Set or get a copy of the current path. |
| walkableMask |
Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale) |
| speed |
Maximum movement speed. |
| angularSpeed |
Maximum rotation speed in (deg/s). |
| acceleration |
Maximum acceleration |
| updatePosition |
Should the agent update the transform position. |
| updateRotation |
Should the agent update the transform orientation. |
| radius |
Agent avoidance radius. |
| height |
Agent height. |
| obstacleAvoidanceType |
The level of quality of avoidance |
| SetDestination |
Sets or updates the destination. This triggers calculation for a new path. |
| ActivateCurrentOffMeshLink |
Enables or disables the current link. |
| CompleteOffMeshLink |
Terminate current OffMeshLink. |
| Move |
Apply relative movement to current position. |
| Stop |
Stop movement of the agent along the current path. |
| Resume |
Resumes the movement along the current path. |
| ResetPath |
Clears the current path. Note that the agent will not start looking for a new path until SetDestination is called. |
| SetPath |
Assign path to the agent. |
| FindClosestEdge |
Locate the closest NavMesh edge. |
| Raycast |
Trace movement towards a target postion in the NavMesh. Without moving the agent. |
| CalculatePath |
Calculate a path to a specified point and store the resulting path. |
| SamplePathPosition |
Sample a position along the current path. |
| SetLayerCost |
Sets the cost for traversing over geometry of the layer type. |
| GetLayerCost |
Gets the cost for traversing over geometry of the layer type. |
| enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
| transform |
The Transform attached to this GameObject (null if there is none attached). |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| animation |
The Animation attached to this GameObject (null if there is none attached). |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached) |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached) |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| 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. |
| name |
The name of the object. |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| CompareTag |
Is this game object tagged tag? |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |
| operator bool |
Does the object exist? |
| Instantiate |
Clones the object original and returns the clone. |
| Destroy |
Removes a gameobject, component or asset. |
| DestroyImmediate |
Destroys the object obj immediately. It is strongly recommended to use Destroy instead. |
| FindObjectsOfType |
Returns a list of all active loaded objects of Type type. |
| FindObjectOfType |
Returns the first active loaded object of Type type. |
| operator == |
Compares if two objects refer to the same |
| operator != |
Compares if two objects refer to a different object |
| DontDestroyOnLoad |
Makes the object target not be destroyed automatically when loading a new scene. |