sourcePosition | リクエストした初期位置 |
targetPosition | リクエストした目的地 |
passableMask | パスの計算時に特定のマスクをかけるためにナビメッシュレイヤーを渡すことが出来る |
path | 計算結果のパス |
bool パスが見つかった場合はtrue
2点間の位置を計算して、ナビメッシュオブジェクト上で移動できる範囲のパスを作成します
This function can be used to plan a path ahead of time to avoid a delay in gameplay when the path is needed. Another use is to check if a target position is reachable before moving the agent.
var mesh: NavMesh; var target: Transform; private var path: NavMeshPath; function Start () { mesh.CalculatePath(transform.position, target.position, -1, path); }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public NavMesh mesh; public Transform target; private NavMeshPath path; void Start() { mesh.CalculatePath(transform.position, target.position, -1, path); } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public mesh as NavMesh public target as Transform private path as NavMeshPath def Start() as void: mesh.CalculatePath(transform.position, target.position, -1, path)