Legacy Documentation: Version 4.5.0

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NavMeshAgent.ActivateCurrentOffMeshLink

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ActivateCurrentOffMeshLink(activated: bool): void;
void ActivateCurrentOffMeshLink(bool activated);
def ActivateCurrentOffMeshLink(activated as bool) as void

Parameters

activatedIs the link activated?

Description

Enables or disables the current off-mesh link.

This function activates or deactivates the off-mesh link where the agent is currently waiting. This is useful for granting access to newly discovered areas of the game world or simulating the creation or removal of an obstacle to an area.

	private var agent: NavMeshAgent;

function Start () { agent = GetComponent.<NavMeshAgent>(); } // Allow all agents to have access to an area once it has officially // been "discovered". function OpenDiscoveredArea(areasDiscovered: Hashtable) { if (agent.isOnOffMeshLink) { if (areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name)) { agent.ActivateCurrentOffMeshLink(true); } } }

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    private NavMeshAgent agent;
    void Start() {
        agent = GetComponent<NavMeshAgent>();
    }
    void OpenDiscoveredArea(Hashtable areasDiscovered) {
        if (agent.isOnOffMeshLink)
            if (areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name))
                agent.ActivateCurrentOffMeshLink(true);
            
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	private agent as NavMeshAgent

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

	def OpenDiscoveredArea(areasDiscovered as Hashtable) as void:
		if agent.isOnOffMeshLink:
			if areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name):
				agent.ActivateCurrentOffMeshLink(true)