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NavMesh.CalculatePath

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public static function CalculatePath(sourcePosition: Vector3, targetPosition: Vector3, areaMask: int, path: AI.NavMeshPath): bool;
public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, int areaMask, AI.NavMeshPath path);

Parameters

sourcePosition The initial position of the path requested.
targetPosition The final position of the path requested.
areaMask A bitfield mask specifying which NavMesh areas can be passed when calculating a path.
path The resulting path.

Returns

bool True if a either a complete or partial path is found and false otherwise.

Description

Calculate a path between two points and store the resulting path.

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.

In contrast to NavMeshAgent.SetDestination, which is asyncronous call, this function calculates the path immeditely. This can be costly operation for very long paths and can cause hiccup in the frame rate. It is recommended to do only a few path finds per frame, for example when evaluating distances to cover points.

The returned path can be used to set the path for an agent using NavMeshAgent.SetPath. The agent needs to be close the starting point for the set path to work.

#pragma strict
// ShowGoldenPath
public class ShowGoldenPath extends MonoBehaviour {
	public var target: Transform;
	private var path: NavMeshPath;
	private var elapsed: float = 0.0f;
	function Start() {
		path = new NavMeshPath();
		elapsed = 0.0f;
	}
	function Update() {
		// Update the way to the goal every second.
		elapsed += Time.deltaTime;
		if (elapsed > 1.0f) {
			elapsed -= 1.0f;
			NavMesh.CalculatePath(transform.position, target.position, NavMesh.AllAreas, path);
		}
		for (var i: int = 0; i < path.corners.Length - 1; i++)
			Debug.DrawLine(path.corners[i], path.corners[i + 1], Color.red);
	}
}
// ShowGoldenPath
using UnityEngine;
using UnityEngine.AI;

public class ShowGoldenPath : MonoBehaviour { public Transform target; private NavMeshPath path; private float elapsed = 0.0f; void Start() { path = new NavMeshPath(); elapsed = 0.0f; }

void Update() { // Update the way to the goal every second. elapsed += Time.deltaTime; if (elapsed > 1.0f) { elapsed -= 1.0f; NavMesh.CalculatePath(transform.position, target.position, NavMesh.AllAreas, path); } for (int i = 0; i < path.corners.Length - 1; i++) Debug.DrawLine(path.corners[i], path.corners[i + 1], Color.red); } }

public static function CalculatePath(sourcePosition: Vector3, targetPosition: Vector3, filter: AI.NavMeshQueryFilter, path: AI.NavMeshPath): bool;
public static bool CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, AI.NavMeshQueryFilter filter, AI.NavMeshPath path);

Parameters

sourcePosition The initial position of the path requested.
targetPosition The final position of the path requested.
filter A filter specifying the cost of NavMesh areas that can be passed when calculating a path.
path The resulting path.

Returns

bool True if a either a complete or partial path is found and false otherwise.

Description

Calculates a path between two positions mapped to the NavMesh, subject to the constraints and costs defined by the filter argument.

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