Select your preferred scripting language. All code snippets will be displayed in this language.
Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.
ClosesourcePosition | The initial postion of the path requested. |
targetPosition | The final position of the path requested. |
passableMask | A mask specifying which NavMesh layers can be passed when calculating a path. |
path | The resulting path. |
bool True if a path is found.
Calculate a path between two points and store the resulting path.
This function can be used to plan a path ahead of time to avoid a delay in gameplay when the path is needed. Another use is to check if a target position is reachable before moving the agent.
var mesh: NavMesh; var target: Transform; private var path: NavMeshPath; function Start () { mesh.CalculatePath(transform.position, target.position, -1, path); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public NavMesh mesh; public Transform target; private NavMeshPath path; void Start() { mesh.CalculatePath(transform.position, target.position, -1, path); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public mesh as NavMesh public target as Transform private path as NavMeshPath def Start() as void: mesh.CalculatePath(transform.position, target.position, -1, path)