Legacy Documentation: Version 4.6.2
Language: English
  • C#
  • JS
  • Boo

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NavMeshAgent.ActivateCurrentOffMeshLink

Suggest a change

Success!

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.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public function ActivateCurrentOffMeshLink(activated: bool): void;
public void ActivateCurrentOffMeshLink(bool activated);
public def ActivateCurrentOffMeshLink(activated as bool) as void

Parameters

activated Is the link activated?

Description

Enables or disables the current off-mesh link.

This function activates or deactivates the off-mesh link where the agent is currently waiting. This is useful for granting access to newly discovered areas of the game world or simulating the creation or removal of an obstacle to an area.

	private var agent: NavMeshAgent;

function Start () { agent = GetComponent.<NavMeshAgent>(); } // Allow all agents to have access to an area once it has officially // been "discovered". function OpenDiscoveredArea(areasDiscovered: Hashtable) { if (agent.isOnOffMeshLink) { if (areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name)) { agent.ActivateCurrentOffMeshLink(true); } } }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    private NavMeshAgent agent;
    void Start() {
        agent = GetComponent<NavMeshAgent>();
    }
    void OpenDiscoveredArea(Hashtable areasDiscovered) {
        if (agent.isOnOffMeshLink)
            if (areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name))
                agent.ActivateCurrentOffMeshLink(true);
            
        
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	private agent as NavMeshAgent

	def Start() as void:
		agent = GetComponent[of NavMeshAgent]()

	def OpenDiscoveredArea(areasDiscovered as Hashtable) as void:
		if agent.isOnOffMeshLink:
			if areasDiscovered.ContainsKey(agent.currentOffMeshLinkData.offMeshLink.name):
				agent.ActivateCurrentOffMeshLink(true)