Navigation mesh agent.
| 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). |
| 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. |
| 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. |
| 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. |
| 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. |
| bool | Does the object exist? |
|---|---|
| operator != | Compares if two objects refer to a different object. |
| operator == | Compares if two objects refer to the same. |