Legacy Documentation: Version 4.5.0

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NavMeshAgent

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Namespace: UnityEngine

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Inherits from: Behaviour

Description

Navigation mesh agent.

This component is attached to a mobile character in the game to allow it to navigate the scene using the NavMesh. See the Navigation section of the manual for further details.

Variables

accelerationThe maximum acceleration of an agent as it follows a path, given in units / sec^2.
angularSpeedMaximum turning speed in (deg/s) while following a path.
autoBrakingShould the agent brake automatically to avoid overshooting the destination point?
autoRepathShould the agent attempt to acquire a new path if the existing path becomes invalid?
autoTraverseOffMeshLinkShould the agent move via OffMeshLinks automatically?
avoidancePriorityThe avoidance priority level.
baseOffsetThe relative vertical displacement of the owning GameObject.
currentOffMeshLinkDataThe current OffMeshLinkData.
desiredVelocityThe desired velocity of the agent including any potential contribution from avoidance. (Read Only)
destinationDestination point for the agent to navigate towards.
hasPathDoes the agent currently have a path? (Read Only)
heightThe height of the agent for purposes of passing under obstacles, etc.
isOnOffMeshLinkIs the agent currently positioned on an OffMeshLink? (Read Only)
isPathStaleIs the current path stale. (Read Only)
nextOffMeshLinkDataThe next OffMeshLinkData on the current path.
nextPositionThe next position on the path.
obstacleAvoidanceTypeThe level of quality of avoidance.
pathProperty to get and set the current path.
pathPendingIs a path in the process of being computed but not yet ready? (Read Only)
pathStatusThe status of the current path (complete, partial or invalid).
radiusThe avoidance radius for the agent.
remainingDistanceThe distance between the agent's position and the destination on the current path. (Read Only)
speedMaximum movement speed when following a path.
steeringTargetThe current steering target - usually the next corner or end point of the current path. (Read Only)
stoppingDistanceStop within this distance from the target position.
updatePositionShould the agent update the transform position?
updateRotationShould the agent update the transform orientation?
velocityThe current velocity of the NavMeshAgent component.
walkableMaskSpecifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale).

Functions

ActivateCurrentOffMeshLinkEnables or disables the current off-mesh link.
CalculatePathCalculate a path to a specified point and store the resulting path.
CompleteOffMeshLinkFollow the current OffMeshLink.
FindClosestEdgeLocate the closest NavMesh edge.
GetLayerCostGets the cost for crossing ground of a particular type.
MoveApply relative movement to current position.
RaycastTrace a straight path towards a target postion in the NavMesh without moving the agent.
ResetPathClears the current path.
ResumeResumes the movement along the current path after a pause.
SamplePathPositionSample a position along the current path.
SetDestinationSets or updates the destination thus triggering the calculation for a new path.
SetLayerCostSets the cost for traversing over geometry of the layer type.
SetPathAssign a new path to this agent.
StopStop movement of this agent along its current path.
WarpWarps agent to the provided position.

Inherited members

Variables

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
animationThe Animation attached to this GameObject (null if there is none attached).
audioThe AudioSource attached to this GameObject (null if there is none attached).
cameraThe Camera attached to this GameObject (null if there is none attached).
colliderThe Collider attached to this GameObject (null if there is none attached).
collider2DThe Collider2D component attached to the object.
constantForceThe ConstantForce attached to this GameObject (null if there is none attached).
gameObjectThe game object this component is attached to. A component is always attached to a game object.
guiTextThe GUIText attached to this GameObject (null if there is none attached).
guiTextureThe GUITexture attached to this GameObject (Read Only). (null if there is none attached).
hingeJointThe HingeJoint attached to this GameObject (null if there is none attached).
lightThe Light attached to this GameObject (null if there is none attached).
networkViewThe NetworkView attached to this GameObject (Read Only). (null if there is none attached).
particleEmitterThe ParticleEmitter attached to this GameObject (null if there is none attached).
particleSystemThe ParticleSystem attached to this GameObject (null if there is none attached).
rendererThe Renderer attached to this GameObject (null if there is none attached).
rigidbodyThe Rigidbody attached to this GameObject (null if there is none attached).
rigidbody2DThe Rigidbody2D that is attached to the Component's GameObject.
tagThe tag of this game object.
transformThe Transform attached to this GameObject (null if there is none attached).
hideFlagsShould the object be hidden, saved with the scene or modifiable by the user?
nameThe name of the object.

Functions

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagIs this game object tagged with /tag/?
GetComponentReturns the component of Type type if the game object has one attached, null if it doesn't.
GetComponentInChildrenReturns the component of Type type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the component of Type type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
GetInstanceIDReturns the instance id of the object.
ToStringReturns the name of the game object.

Static Functions

DestroyRemoves a gameobject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadMakes the object target not be destroyed automatically when loading a new scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeReturns a list of all active loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares if two objects refer to the same.