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. |
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. |
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. |