
Get NavMeshAgent current area - Unity Discussions
Oct 30, 2015 · Note that in both cases, the returned navMeshHit.mask is a bitset of areas, not a the index of a single area. How can i tell which area is a navmeshagent currently standing on? …
Unity - Scripting API: NavMeshAgent.steeringTarget
Get the current steering target along the path. (Read Only) This is typically the next corner along the path or the end point of the path. Unless the agent is moving on an OffMeshLink, there is a …
path finding - Unity Navmeshagent won't face the target object …
Mar 8, 2016 · Try this out to control the body orientation - the slerp is adjustable to your desired rotation speed (https://docs.unity3d.com/ScriptReference/Quaternion.Slerp.html): Vector3 …
Unity - Manual: Telling a NavMeshAgent to Move to a Destination
You can tell an agent to start calculating a path simply by setting the NavMeshAgent.destination property with the point you want the agent to move to. As soon as the calculation is finished, …
How can i tell which area is a navmeshagent ... - Unity Discussions
Aug 26, 2021 · Using a Raycast, we could examine our hits and see if there’s a NavMeshSurface component on the collider’s GameObject we hit… and perhaps there’s a method that expects …
path finding - In Unity, how to have a navmesh that dynamically …
Jun 19, 2023 · You would have to have a diferent navmesh for each enemy type it seems... You could try non-carving obsticles and set each type to a different layer... but it doens't seem like …
Unity - Manual: Building a NavMesh
Creating a NavMeshAgent – learn how to allow your characters to move.
NavMeshAgent position best practice? - Unity Discussions
Jan 8, 2019 · Unity examples (e.g. Pluggable AI With Scriptable Objects - Unity Learn) seem to show updating the target position every frame. Is that reasonable? Similarly, I have a working …
Unity - Scripting API: NavMesh
Use the NavMesh class to perform spatial queries such as pathfinding and walkability tests. This class also lets you set the pathfinding cost for specific area types, and tweak the global …
Changing NavMesh Target - Questions & Answers - Unity …
Aug 14, 2016 · I would use NavAgent.pathStatus to see if the current is finished. Something like this: agent.SetDestination(destinations[0]); if(currentTarget < destinations.Length - 1) { …