NavMeshAgent Inherits from Behaviour

Navigation mesh agent.

Variables
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.

nextOffMeshLinkData

The next OffMeshLinkData on the current path.

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.

avoidancePriority

The avoidance priority level.

Functions
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.

Inherited members
Inherited Variables
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?

Inherited Functions
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.

Inherited Class Functions
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.