お好みのスクリプト言語を選択すると、サンプルコードがその言語で表示されます。
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.
ClosetargetPosition | リクエストされた目的地 |
path | 計算結果のパス |
bool パスが見つかった場合はtrue
エージェントが目標値までにたどり着く道程を計算し、path引数に格納します
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 target: Transform; private var agent: NavMeshAgent; function Start () { agent = GetComponent.<NavMeshAgent>(); var path: NavMeshPath; agent.CalculatePath(target.position, path); if (path.status == NavMeshPathStatus.PathPartial) { // The target cannot be reached... } }
using UnityEngine; using System.Collections; public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; void Start() { agent = GetComponent<NavMeshAgent>(); NavMeshPath path; agent.CalculatePath(target.position, path); if (path.status == NavMeshPathStatus.PathPartial) { } } }
import UnityEngine import System.Collections public class ExampleClass(MonoBehaviour): public target as Transform private agent as NavMeshAgent def Start() as void: agent = GetComponent[of NavMeshAgent]() path as NavMeshPath agent.CalculatePath(target.position, path) if path.status == NavMeshPathStatus.PathPartial: pass