UnityEngine.AI.NavMeshAgent
class UnityEngine.AI.NavMeshAgent
Fields and Properties:
- UnityEngine.Vector3 destination
- float stoppingDistance
- UnityEngine.Vector3 velocity
- UnityEngine.Vector3 nextPosition
- UnityEngine.Vector3 steeringTarget
- UnityEngine.Vector3 desiredVelocity
- float remainingDistance
- float baseOffset
- bool isOnOffMeshLink
- UnityEngine.AI.OffMeshLinkData currentOffMeshLinkData
- UnityEngine.AI.OffMeshLinkData nextOffMeshLinkData
- bool autoTraverseOffMeshLink
- bool autoBraking
- bool autoRepath
- bool hasPath
- bool pathPending
- bool isPathStale
- UnityEngine.AI.NavMeshPathStatus pathStatus
- UnityEngine.Vector3 pathEndPosition
- bool isStopped
- UnityEngine.AI.NavMeshPath path
- UnityEngine.Object navMeshOwner
- int agentTypeID
- int walkableMask
- int areaMask
- float speed
- float angularSpeed
- float acceleration
- bool updatePosition
- bool updateRotation
- bool updateUpAxis
- float radius
- float height
- UnityEngine.AI.ObstacleAvoidanceType obstacleAvoidanceType
- int avoidancePriority
- bool isOnNavMesh
Constructors:
- UnityEngine.AI.NavMeshAgent.New()
Methods:
- bool SetDestination(UnityEngine.Vector3)
- void ActivateCurrentOffMeshLink(bool)
- void CompleteOffMeshLink()
- bool Warp(UnityEngine.Vector3)
- void Move(UnityEngine.Vector3)
- void Stop()
- void Stop(bool)
- void Resume()
- void ResetPath()
- bool SetPath(UnityEngine.AI.NavMeshPath)
- bool CalculatePath(UnityEngine.Vector3, UnityEngine.AI.NavMeshPath)
- void SetLayerCost(int, float)
- float GetLayerCost(int)
- void SetAreaCost(int, float)
- float GetAreaCost(int)