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Closetarget | The target point to navigate to. |
Sets or updates the destination thus triggering the calculation for a new path.
Note that the path may not become available until after a few frames later. While the path is being computed, pathPending will be true. If a valid path becomes available then the agent will resume movement.
// Script to move a NavMeshAgent to the place where // the mouse is clicked. private var agent: NavMeshAgent; function Start () { agent = GetComponent.<NavMeshAgent>(); } function Update () { var hit: RaycastHit; // When the mouse is clicked... if (Input.GetMouseButtonDown(0)) { // If the click was on an object then set the agent's // destination to the point where the click occurred. var ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, hit)) { agent.SetDestination(hit.point); } } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); } void Update() { RaycastHit hit; if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) agent.SetDestination(hit.point); } } }
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: hit as RaycastHit if Input.GetMouseButtonDown(0): ray as Ray = Camera.main.ScreenPointToRay(Input.mousePosition) if Physics.Raycast(ray, ): agent.SetDestination(hit.point)