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)