class in UnityEngine.AI


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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.


accelerationThe maximum acceleration of an agent as it follows a path, given in units / sec^2.
agentTypeIDThe type ID for the agent.
angularSpeedMaximum turning speed in (deg/s) while following a path.
areaMaskSpecifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale).
autoBrakingShould the agent brake automatically to avoid overshooting the destination point?
autoRepathShould the agent attempt to acquire a new path if the existing path becomes invalid?
autoTraverseOffMeshLinkShould the agent move across OffMeshLinks automatically?
avoidancePriorityThe avoidance priority level.
baseOffsetThe relative vertical displacement of the owning GameObject.
currentOffMeshLinkDataThe current OffMeshLinkData.
desiredVelocityThe desired velocity of the agent including any potential contribution from avoidance. (Read Only)
destinationGets or attempts to set the destination of the agent in world-space units.
hasPathDoes the agent currently have a path? (Read Only)
heightThe height of the agent for purposes of passing under obstacles, etc.
isOnNavMeshIs the agent currently bound to the navmesh? (Read Only)
isOnOffMeshLinkIs the agent currently positioned on an OffMeshLink? (Read Only)
isPathStaleIs the current path stale. (Read Only)
isStoppedThis property holds the stop or resume condition of the NavMesh agent.
navMeshOwnerReturns the owning object of the NavMesh the agent is currently placed on (Read Only).
nextOffMeshLinkDataThe next OffMeshLinkData on the current path.
nextPositionGets or sets the simulation position of the navmesh agent.
obstacleAvoidanceTypeThe level of quality of avoidance.
pathProperty to get and set the current path.
pathPendingIs a path in the process of being computed but not yet ready? (Read Only)
pathStatusThe status of the current path (complete, partial or invalid).
radiusThe avoidance radius for the agent.
remainingDistanceThe distance between the agent's position and the destination on the current path. (Read Only)
speedMaximum movement speed when following a path.
steeringTargetGet the current steering target along the path. (Read Only)
stoppingDistanceStop within this distance from the target position.
updatePositionGets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.
updateRotationShould the agent update the transform orientation?
updateUpAxisAllows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on.
velocityAccess the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.

Funciones Públicas

ActivateCurrentOffMeshLinkEnables or disables the current off-mesh link.
CalculatePathCalculate a path to a specified point and store the resulting path.
CompleteOffMeshLinkCompletes the movement on the current OffMeshLink.
FindClosestEdgeLocate the closest NavMesh edge.
GetAreaCostGets the cost for path calculation when crossing area of a particular type.
MoveApply relative movement to current position.
RaycastTrace a straight path towards a target postion in the NavMesh without moving the agent.
ResetPathClears the current path.
SamplePathPositionSample a position along the current path.
SetAreaCostSets the cost for traversing over areas of the area type.
SetDestinationSets or updates the destination thus triggering the calculation for a new path.
SetPathAssign a new path to this agent.
WarpWarps agent to the provided position.

Miembros heredados


enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledHas the Behaviour had active and enabled called?
gameObjectEl game object que tiene este componente adjunto. Un componente siempre está adjunto a un game object.
tagEl tag de este game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameEl nombre del objeto.

Funciones Públicas

BroadcastMessageLlama al método denominado methodName de todos los MonoBehaviour en este game objecto en cualquiera de sus hijos.
CompareTag¿Este game object está etiquetado con tag?
GetComponentReturns the component of Type type if the GameObject has one attached, null if it doesn't. Will also return disabled components.
GetComponentInChildrenRetorna el componente de tipo type en el GameObject o cualquiera de sus hijos utilizando depth first search (busqueda de profundidad).
GetComponentInParentRetorna el componente de tipo type en el GameObject o cualquiera de sus padres.
GetComponentsRetorna todos los componentes de tipo type en el GameObject.
GetComponentsInChildrenRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus hijo.
GetComponentsInParentRetorna todos los componentes de tipo type en el GameObject o cualquiera de sus padres.
SendMessageLlama al método denominado methodName en cada MonoBehaviour de este game object.
SendMessageUpwardsLlama al método denominado methodName en todos los MonoBehaviour de este juego y en todos los ancestros del behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDDevuelve el id de la instancia del objeto.
ToStringReturns the name of the object.

Funciones Estáticas

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeDevuelve el primer objeto activo cargado de tipo type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClona el objeto original y devuelve el clon.


bool¿Existe el objeto?
operator !=Compare si dos objetos se refieren a un objeto diferente.
operator ==Compara dos referencias de objeto para ver si se refieren al mismo objeto.