function SetDestination (target : Vector3) : boolean


Sets or updates the destination. This triggers 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 - the agent will resume movement.

// Script to move a NavMeshAgent to the place where
// the mouse is clicked.
private var agent: NavMeshAgent;
function Start () {
agent = GetComponent.<NavMeshAgent>();
function Update () {
var hit: RaycastHit;
// When the mouse is clicked...
if (Input.GetMouseButtonDown(0)) {
// If the click was on an object then set the agent's
// destination to the point where the click occurred.
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);

if (Physics.Raycast(ray, hit)) {

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
private NavMeshAgent agent;
void Start() {
agent = GetComponent<NavMeshAgent>();
void Update() {
RaycastHit hit;
if (Input.GetMouseButtonDown(0)) {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out hit))


import UnityEngine
import System.Collections

class example(MonoBehaviour):

private agent as NavMeshAgent

def Start():
agent = GetComponent[of NavMeshAgent]()

def Update():
hit as RaycastHit
if Input.GetMouseButtonDown(0):
ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition)
if Physics.Raycast(ray, hit):