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.
CloseFor some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.
ClosetargetPosition | The final position of the path requested. |
path | The resulting path. |
bool True if either a complete or partial path is found. False otherwise.
Calculate a path to a specified point and store the resulting path.
Use this function to avoid gameplay delays by planning a path before it is needed. You can also use this function to check if a target position is reachable before moving the agent. The function takes into account the agent's areaMask, agentTypeID and area costs properties when it searches for a matching path.
This function is synchronous. It performs path finding immediately, which can adversely affect the frame rate when processing very long paths. It is recommended to only perform a few path finds per frame when, for example, evaluating distances to cover points.
Use the returned path to set the path for this agent, or an agent of the same type, with NavMeshAgent.SetPath. For SetPath to work, the agent must be close to the starting point and be allowed to move through the area type where the start point is.
using UnityEngine; using UnityEngine.AI;
[RequireComponent(typeof(NavMeshAgent))] public class ExampleClass : MonoBehaviour { public Transform target;
void Start() { if (target == null) return;
var agent = GetComponent<NavMeshAgent>(); var path = new NavMeshPath(); agent.CalculatePath(target.position, path); switch (path.status) { case NavMeshPathStatus.PathComplete: Debug.Log($"{agent.name} will be able to reach {target.name}."); break; case NavMeshPathStatus.PathPartial: Debug.LogWarning($"{agent.name} will only be able to move partway to {target.name}."); break; default: Debug.LogError($"There is no valid path for {agent.name} to reach {target.name}."); break; } } }
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information
You've told us this page needs code samples. If you'd like to help us further, you could provide a code sample, or tell us about what kind of code sample you'd like to see:
You've told us there are code samples on this page which don't work. If you know how to fix it, or have something better we could use instead, please let us know:
You've told us there is information missing from this page. Please tell us more about what's missing:
You've told us there is incorrect information on this page. If you know what we should change to make it correct, please tell us:
You've told us this page has unclear or confusing information. Please tell us more about what you found unclear or confusing, or let us know how we could make it clearer:
You've told us there is a spelling or grammar error on this page. Please tell us what's wrong:
You've told us this page has a problem. Please tell us more about what's wrong:
Thank you for helping to make the Unity documentation better!
Your feedback has been submitted as a ticket for our documentation team to review.
We are not able to reply to every ticket submitted.