hit | Holds the properties of the resulting location. |
bool True if a nearest edge is found.
Locate the closest NavMesh edge.
The returned NavMeshHit object contains the position and details of the nearest point on the nearest edge of the Navmesh. Since an edge typically corresponds to a wall or other large object, this could be used to make a character take cover as close to the wall as possible.
private var agent: NavMeshAgent; function Start () { agent = GetComponent.<NavMeshAgent>(); } function Update() { // Move to the nearest wall when the mouse is clicked. if (Input.GetMouseButtonDown(0)) { TakeCover(); } } function TakeCover() { var hit: NavMeshHit; if (agent.FindClosestEdge(hit)) { agent.SetDestination(hit.position); } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); } void Update() { if (Input.GetMouseButtonDown(0)) TakeCover(); } void TakeCover() { NavMeshHit hit; if (agent.FindClosestEdge(out hit)) agent.SetDestination(hit.position); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): private agent as NavMeshAgent def Start() as void: agent = GetComponent[of NavMeshAgent]() def Update() as void: if Input.GetMouseButtonDown(0): TakeCover() def TakeCover() as void: hit as NavMeshHit if agent.FindClosestEdge(): agent.SetDestination(hit.position)