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.
acceleration | The maximum acceleration of an agent as it follows a path, given in units / sec^2. |
angularSpeed | Maximum turning speed in (deg/s) while following a path. |
autoBraking | Should the agent brake automatically to avoid overshooting the destination point? |
autoRepath | Should the agent attempt to acquire a new path if the existing path becomes invalid? |
autoTraverseOffMeshLink | Should the agent move via OffMeshLinks automatically? |
avoidancePriority | The avoidance priority level. |
baseOffset | The relative vertical displacement of the owning GameObject. |
currentOffMeshLinkData | The current OffMeshLinkData. |
desiredVelocity | The desired velocity of the agent including any potential contribution from avoidance. (Read Only) |
destination | Destination point for the agent to navigate towards. |
hasPath | Does the agent currently have a path? (Read Only) |
height | The height of the agent for purposes of passing under obstacles, etc. |
isOnOffMeshLink | Is the agent currently positioned on an OffMeshLink? (Read Only) |
isPathStale | Is the current path stale. (Read Only) |
nextOffMeshLinkData | The next OffMeshLinkData on the current path. |
nextPosition | The next position on the path. |
obstacleAvoidanceType | The level of quality of avoidance. |
path | Property to get and set the current path. |
pathPending | Is a path in the process of being computed but not yet ready? (Read Only) |
pathStatus | The status of the current path (complete, partial or invalid). |
radius | The avoidance radius for the agent. |
remainingDistance | The distance between the agent's position and the destination on the current path. (Read Only) |
speed | Maximum movement speed when following a path. |
steeringTarget | The current steering target - usually the next corner or end point of the current path. (Read Only) |
stoppingDistance | Stop within this distance from the target position. |
updatePosition | Should the agent update the transform position? |
updateRotation | Should the agent update the transform orientation? |
velocity | The current velocity of the NavMeshAgent component. |
walkableMask | Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). |
ActivateCurrentOffMeshLink | Enables or disables the current off-mesh link. |
CalculatePath | Calculate a path to a specified point and store the resulting path. |
CompleteOffMeshLink | Follow the current OffMeshLink. |
FindClosestEdge | Locate the closest NavMesh edge. |
GetLayerCost | Gets the cost for crossing ground of a particular type. |
Move | Apply relative movement to current position. |
Raycast | Trace a straight path towards a target postion in the NavMesh without moving the agent. |
ResetPath | Clears the current path. |
Resume | Resumes the movement along the current path after a pause. |
SamplePathPosition | Sample a position along the current path. |
SetDestination | Sets or updates the destination thus triggering the calculation for a new path. |
SetLayerCost | Sets the cost for traversing over geometry of the layer type. |
SetPath | Assign a new path to this agent. |
Stop | Stop movement of this agent along its current path. |
Warp | Warps agent to the provided position. |
enabled | Enabled Behaviours are Updated, disabled Behaviours are not. |
animation | The Animation attached to this GameObject (null if there is none attached). |
audio | The AudioSource attached to this GameObject (null if there is none attached). |
camera | The Camera attached to this GameObject (null if there is none attached). |
collider | The Collider attached to this GameObject (null if there is none attached). |
collider2D | The Collider2D component attached to the object. |
constantForce | The ConstantForce attached to this GameObject (null if there is none attached). |
gameObject | The game object this component is attached to. A component is always attached to a game object. |
guiText | The GUIText attached to this GameObject (null if there is none attached). |
guiTexture | The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint | The HingeJoint attached to this GameObject (null if there is none attached). |
light | The Light attached to this GameObject (null if there is none attached). |
networkView | The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
particleEmitter | The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem | The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer | The Renderer attached to this GameObject (null if there is none attached). |
rigidbody | The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D | The Rigidbody2D that is attached to the Component's GameObject. |
tag | The tag of this game object. |
transform | The Transform attached to this GameObject (null if there is none attached). |
hideFlags | Should the object be hidden, saved with the scene or modifiable by the user? |
name | The name of the object. |
BroadcastMessage | Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag | Is this game object tagged with /tag/? |
GetComponent | Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren | Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponentInParent | Returns the component of Type type in the GameObject or any of its parents. |
GetComponents | Returns all components of Type type in the GameObject. |
GetComponentsInChildren | Returns all components of Type type in the GameObject or any of its children. |
GetComponentsInParent | Returns all components of Type type in the GameObject or any of its parents. |
SendMessage | Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards | Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID | Returns the instance id of the object. |
ToString | Returns the name of the game object. |
Destroy | Removes a gameobject, component or asset. |
DestroyImmediate | Destroys the object obj immediately. You are strongly recommended to use Destroy instead. |
DontDestroyOnLoad | Makes the object target not be destroyed automatically when loading a new scene. |
FindObjectOfType | Returns the first active loaded object of Type type. |
FindObjectsOfType | Returns a list of all active loaded objects of Type type. |
Instantiate | Clones the object original and returns the clone. |
bool | Does the object exist? |
operator != | Compares if two objects refer to a different object. |
operator == | Compares if two objects refer to the same. |