| acceleration |
The maximum acceleration of an agent as it follows a path, given in units / sec^2. |
| angularSpeed |
Maximum turning speed in (deg/s) while following a path. |
| autoBraking |
Should the agent brake automatically to avoid overshooting the destination point? |
| autoRepath |
Should the agent attempt to acquire a new path if the existing path becomes invalid? |
| autoTraverseOffMeshLink |
Should the agent move via OffMeshLinks automatically? |
| avoidancePriority |
The avoidance priority level. |
| baseOffset |
The relative vertical displacement of the owning GameObject. |
| currentOffMeshLinkData |
The current OffMeshLinkData. |
| desiredVelocity |
The desired velocity of the agent including any potential contribution from avoidance. (Read Only) |
| destination |
Destination point for the agent to navigate towards. |
| hasPath |
Does the agent currently have a path? (Read Only) |
| height |
The height of the agent for purposes of passing under obstacles, etc. |
| isOnOffMeshLink |
Is the agent currently positioned on an OffMeshLink? (Read Only) |
| isPathStale |
Is the current path stale. (Read Only) |
| nextOffMeshLinkData |
The next OffMeshLinkData on the current path. |
| nextPosition |
The next position on the path. |
| obstacleAvoidanceType |
The level of quality of avoidance. |
| path |
Property to get and set the current path. |
| pathPending |
Is a path in the process of being computed but not yet ready? (Read Only) |
| pathStatus |
The status of the current path (complete, partial or invalid). |
| radius |
The avoidance radius for the agent. |
| remainingDistance |
The distance between the agent's position and the destination on the current path. (Read Only) |
| speed |
Maximum movement speed when following a path. |
| steeringTarget |
The current steering target - usually the next corner or end point of the current path. (Read Only) |
| stoppingDistance |
Stop within this distance from the target position. |
| updatePosition |
Should the agent update the transform position? |
| updateRotation |
Should the agent update the transform orientation? |
| velocity |
The current velocity of the NavMeshAgent component. |
| walkableMask |
Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). |
| ActivateCurrentOffMeshLink |
Enables or disables the current off-mesh link. |
| CalculatePath |
Calculate a path to a specified point and store the resulting path. |
| CompleteOffMeshLink |
Follow the current OffMeshLink. |
| FindClosestEdge |
Locate the closest NavMesh edge. |
| GetLayerCost |
Gets the cost for crossing ground of a particular type. |
| Move |
Apply relative movement to current position. |
| Raycast |
Trace a straight path towards a target postion in the NavMesh without moving the agent. |
| ResetPath |
Clears the current path. |
| Resume |
Resumes the movement along the current path after a pause. |
| SamplePathPosition |
Sample a position along the current path. |
| SetDestination |
Sets or updates the destination thus triggering the calculation for a new path. |
| SetLayerCost |
Sets the cost for traversing over geometry of the layer type. |
| SetPath |
Assign a new path to this agent. |
| Stop |
Stop movement of this agent along its current path. |
| Warp |
Warps agent to the provided position. |
| enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
| animation |
The Animation attached to this GameObject (null if there is none attached). |
| audio |
The AudioSource attached to this GameObject (null if there is none attached). |
| camera |
The Camera attached to this GameObject (null if there is none attached). |
| collider |
The Collider attached to this GameObject (null if there is none attached). |
| collider2D |
The Collider2D component attached to the object. |
| constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
| gameObject |
The game object this component is attached to. A component is always attached to a game object. |
| guiText |
The GUIText attached to this GameObject (null if there is none attached). |
| guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
| hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
| light |
The Light attached to this GameObject (null if there is none attached). |
| networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
| particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
| particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
| renderer |
The Renderer attached to this GameObject (null if there is none attached). |
| rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
| rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
| tag |
The tag of this game object. |
| transform |
The Transform attached to this GameObject (null if there is none attached). |
| hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
| m_CachedPtr |
|
| m_InstanceID |
|
| name |
The name of the object. |
| BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
| CompareTag |
Is this game object tagged with tag? |
| GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
| GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
| GetComponents |
Returns all components of Type type in the GameObject. |
| GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
| SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
| SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
| GetHashCode |
|
| GetInstanceID |
Returns the instance id of the object. |
| ToString |
Returns the name of the game object. |