Description
An obstacle for NavMeshAgents to avoid.
A NavMeshObstacle is cylindrical in shape and can move around the surface of the NavMesh with a specified velocity. By default, the obstacle will only affect the agent's
avoidance behaviour rather than the pathfinding. This means that the agent will ignore the obstacle when plotting a path but will sidestep around it while moving along the path. If
carving is enabled, the obstacle will create a temporary "hole" in the NavMesh. The hole will be recognised by the pathfinding, so paths will be plotted to avoid the obstacle. This means that if, say, an obstacle blocks a narrow gap, the pathfinding will seek an alternative route to the target. Without carving, the agent will head for the gap but won't be able to pass until the obstacle is clear.
See Also:
NavMeshAgent.
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). |
collider2D |
The Collider2D component attached to the object. |
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). |
rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
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? |
m_CachedPtr |
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m_InstanceID |
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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. |
GetHashCode |
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GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |