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.
|The maximum acceleration of an agent as it follows a path, given in units / sec^2.
|The type ID for the agent.
|Maximum turning speed in (deg/s) while following a path.
|Specifies which NavMesh areas are passable. Changing areaMask will make the path stale (see isPathStale).
|Should the agent brake automatically to avoid overshooting the destination point?
|Should the agent attempt to acquire a new path if the existing path becomes invalid?
|Should the agent move across OffMeshLinks automatically?
|The avoidance priority level.
|The relative vertical displacement of the owning GameObject.
|The current OffMeshLinkData.
|The desired velocity of the agent including any potential contribution from avoidance. (Read Only)
|Gets or attempts to set the destination of the agent in world-space units.
|Does the agent currently have a path? (Read Only)
|The height of the agent for purposes of passing under obstacles, etc.
|Is the agent currently bound to the navmesh? (Read Only)
|Is the agent currently positioned on an OffMeshLink? (Read Only)
|Is the current path stale. (Read Only)
|This property holds the stop or resume condition of the NavMesh agent.
|Returns the owning object of the NavMesh the agent is currently placed on (Read Only).
|The next OffMeshLinkData on the current path.
|Gets or sets the simulation position of the navmesh agent.
|The level of quality of avoidance.
|Property to get and set the current path.
|Is a path in the process of being computed but not yet ready? (Read Only)
|The status of the current path (complete, partial or invalid).
|The avoidance radius for the agent.
|The distance between the agent's position and the destination on the current path. (Read Only)
|Maximum movement speed when following a path.
|Get the current steering target along the path. (Read Only)
|Stop within this distance from the target position.
|Gets or sets whether the transform position is synchronized with the simulated agent position. The default value is true.
|Should the agent update the transform orientation?
|Allows you to specify whether the agent should be aligned to the up-axis of the NavMesh or link that it is placed on.
|Access the current velocity of the NavMeshAgent component, or set a velocity to control the agent manually.
|Enables or disables the current off-mesh link.
|Calculate a path to a specified point and store the resulting path.
|Completes the movement on the current OffMeshLink.
|Locate the closest NavMesh edge.
|Gets the cost for path calculation when crossing area of a particular type.
|Apply relative movement to current position.
|Trace a straight path towards a target postion in the NavMesh without moving the agent.
|Clears the current path.
|Sample a position along the current path.
|Sets the cost for traversing over areas of the area type.
|Sets or updates the destination thus triggering the calculation for a new path.
|Assign a new path to this agent.
|Warps agent to the provided position.
|Enabled Behaviours are Updated, disabled Behaviours are not.
|Has the Behaviour had active and enabled called?
|The game object this component is attached to. A component is always attached to a game object.
|The tag of this game object.
|The Transform attached to this GameObject.
|Should the object be hidden, saved with the Scene or modifiable by the user?
|The name of the object.
|Calls the method named methodName on every MonoBehaviour in this game object or any of its children.
|Is this game object tagged with tag ?
|Returns the component of Type type if the game object has one attached, null if it doesn't.
|Returns the component of Type type in the GameObject or any of its children using depth first search.
|Returns the component of Type type in the GameObject or any of its parents.
|Returns all components of Type type in the GameObject.
|Returns all components of Type type in the GameObject or any of its children.
|Returns all components of Type type in the GameObject or any of its parents.
|Calls the method named methodName on every MonoBehaviour in this game object.
|Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
|Gets the component of the specified type, if it exists.
|Returns the instance id of the object.
|Returns the name of the object.
|Removes a GameObject, component or asset.
|Destroys the object obj immediately. You are strongly recommended to use Destroy instead.
|Do not destroy the target Object when loading a new Scene.
|Returns the first active loaded object of Type type.
|Returns a list of all active loaded objects of Type type.
|Clones the object original and returns the clone.