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NavMeshAgent.SamplePathPosition

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public function SamplePathPosition(areaMask: int, maxDistance: float, out hit: AI.NavMeshHit): bool;
public bool SamplePathPosition(int areaMask, float maxDistance, out AI.NavMeshHit hit);

Parameters

areaMask A bitfield mask specifying which NavMesh areas can be passed when tracing the path.
maxDistance Terminate scanning the path at this distance.
hit Holds the properties of the resulting location.

Returns

bool True if terminated before reaching the position at maxDistance, false otherwise.

Description

Sample a position along the current path.

This function looks ahead a specified distance along the current path. Details of the mesh at that position are then returned in a NavMeshHit object. This could be used, for example, to check the type of surface that lies ahead before the character gets there - a character could raise his gun above his head if he is about to wade through water, say.

#pragma strict
public var target: Transform;
private var agent: NavMeshAgent;
private var waterMask: int;
function Start() {
	agent = GetComponent.<NavMeshAgent>();
	waterMask = 1 << NavMesh.GetAreaFromName("Water");
	agent.SetDestination(target.position);
}
function Update() {
	var hit: NavMeshHit;
	// Check all areas one length unit ahead.
	if (!agent.SamplePathPosition(NavMesh.AllAreas, 1.0F, hit))if ((hit.mask & waterMask) != 0) {
		// Water detected along the path...
	}
}
using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; private int waterMask;

void Start() { agent = GetComponent<NavMeshAgent>(); waterMask = 1 << NavMesh.GetAreaFromName("Water"); agent.SetDestination(target.position); }

void Update() { NavMeshHit hit;

// Check all areas one length unit ahead. if (!agent.SamplePathPosition(NavMesh.AllAreas, 1.0F, out hit)) if ((hit.mask & waterMask) != 0) { // Water detected along the path... } } }
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