NavMeshAgent
Description

Navigation mesh agent.

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