Version: 2022.1
LanguageEnglish
  • C#

NavMeshObstacle

class in UnityEngine.AI

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Inherits from:Behaviour

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Implemented in:UnityEngine.AIModule

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Description

An obstacle for NavMeshAgents to avoid.

A NavMeshObstacle is cylindrical in shape and can move around the surface of the NavMesh with a specified velocity. By default, the obstacle will only affect the agent's avoidance behaviour rather than the pathfinding. This means that the agent will ignore the obstacle when plotting a path but will sidestep around it while moving along the path. If carving is enabled, the obstacle will create a temporary "hole" in the NavMesh. The hole will be recognised by the pathfinding, so paths will be plotted to avoid the obstacle. This means that if, say, an obstacle blocks a narrow gap, the pathfinding will seek an alternative route to the target. Without carving, the agent will head for the gap but won't be able to pass until the obstacle is clear.

See Also: NavMeshAgent.

Properties

carveOnlyStationaryShould this obstacle be carved when it is constantly moving?
carvingShould this obstacle make a cut-out in the navmesh.
carvingMoveThresholdThreshold distance for updating a moving carved hole (when carving is enabled).
carvingTimeToStationaryTime to wait until obstacle is treated as stationary (when carving and carveOnlyStationary are enabled).
centerThe center of the obstacle, measured in the object's local space.
heightHeight of the obstacle's cylinder shape.
radiusRadius of the obstacle's capsule shape.
shapeThe shape of the obstacle.
sizeThe size of the obstacle, measured in the object's local space.
velocityVelocity at which the obstacle moves around the NavMesh.

Inherited Members

Properties

enabledEnabled Behaviours are Updated, disabled Behaviours are not.
isActiveAndEnabledReports whether a GameObject and its associated Behaviour is active and enabled.
gameObjectThe game object this component is attached to. A component is always attached to a game object.
tagThe tag of this game object.
transformThe Transform attached to this GameObject.
hideFlagsShould the object be hidden, saved with the Scene or modifiable by the user?
nameThe name of the object.

Public Methods

BroadcastMessageCalls the method named methodName on every MonoBehaviour in this game object or any of its children.
CompareTagChecks the GameObject's tag against the defined tag.
GetComponentReturns the component of type if the GameObject has one attached.
GetComponentInChildrenReturns the Component of type in the GameObject or any of its children using depth first search.
GetComponentInParentReturns the Component of type in the GameObject or any of its parents.
GetComponentsReturns all components of Type type in the GameObject.
GetComponentsInChildrenReturns all components of Type type in the GameObject or any of its children. Works recursively.
GetComponentsInParentReturns all components of Type type in the GameObject or any of its parents.
SendMessageCalls the method named methodName on every MonoBehaviour in this game object.
SendMessageUpwardsCalls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour.
TryGetComponentGets the component of the specified type, if it exists.
GetInstanceIDGets the instance ID of the object.
ToStringReturns the name of the object.

Static Methods

DestroyRemoves a GameObject, component or asset.
DestroyImmediateDestroys the object obj immediately. You are strongly recommended to use Destroy instead.
DontDestroyOnLoadDo not destroy the target Object when loading a new Scene.
FindObjectOfTypeReturns the first active loaded object of Type type.
FindObjectsOfTypeGets a list of all loaded objects of Type type.
InstantiateClones the object original and returns the clone.

Operators

boolDoes the object exist?
operator !=Compares if two objects refer to a different object.
operator ==Compares two object references to see if they refer to the same object.
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