Class AgentNavMeshAuthoring
  Agent uses NavMesh for pathfinding.
 
  
  
    Inheritance
    
    Object
    Component
    Behaviour
    MonoBehaviour
    AgentNavMeshAuthoring
   
  
  
    Inherited Members
    
      MonoBehaviour.IsInvoking()
    
    
      MonoBehaviour.CancelInvoke()
    
    
    
    
    
    
    
    
    
    
    
      MonoBehaviour.StopCoroutine(Coroutine)
    
    
    
      MonoBehaviour.StopAllCoroutines()
    
    
    
      MonoBehaviour.destroyCancellationToken
    
    
      MonoBehaviour.useGUILayout
    
    
      MonoBehaviour.runInEditMode
    
    
      Behaviour.enabled
    
    
      Behaviour.isActiveAndEnabled
    
    
    
      Component.GetComponent<T>()
    
    
    
      Component.TryGetComponent<T>(out T)
    
    
    
    
    
    
      Component.GetComponentInChildren<T>()
    
    
    
    
    
    
      Component.GetComponentsInChildren<T>()
    
    
    
    
    
    
      Component.GetComponentInParent<T>()
    
    
    
    
    
    
      Component.GetComponentsInParent<T>()
    
    
    
    
    
      Component.GetComponents<T>()
    
    
      Component.GetComponentIndex()
    
    
    
    
    
    
    
    
    
    
    
    
    
    
    
      Component.transform
    
    
      Component.gameObject
    
    
      Component.tag
    
    
      Object.GetInstanceID()
    
    
      Object.GetHashCode()
    
    
    
      Object.InstantiateAsync<T>(T)
    
    
      Object.InstantiateAsync<T>(T, Transform)
    
    
      Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    
    
      Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    
    
    
    
    
    
    
    
      Object.Instantiate(Object, Vector3, Quaternion)
    
    
      Object.Instantiate(Object, Vector3, Quaternion, Transform)
    
    
      Object.Instantiate(Object)
    
    
      Object.Instantiate(Object, Scene)
    
    
      Object.Instantiate(Object, Transform)
    
    
    
      Object.Instantiate<T>(T)
    
    
      Object.Instantiate<T>(T, Vector3, Quaternion)
    
    
      Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    
    
      Object.Instantiate<T>(T, Transform)
    
    
    
    
      Object.Destroy(Object)
    
    
    
      Object.DestroyImmediate(Object)
    
    
    
    
    
    
      Object.DontDestroyOnLoad(Object)
    
    
    
      Object.DestroyObject(Object)
    
    
    
    
      Object.FindObjectsOfType<T>()
    
    
      Object.FindObjectsByType<T>(FindObjectsSortMode)
    
    
    
      Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    
    
      Object.FindObjectOfType<T>()
    
    
    
      Object.FindFirstObjectByType<T>()
    
    
      Object.FindAnyObjectByType<T>()
    
    
      Object.FindFirstObjectByType<T>(FindObjectsInactive)
    
    
      Object.FindAnyObjectByType<T>(FindObjectsInactive)
    
    
    
    
    
    
    
    
    
      Object.ToString()
    
    
      Object.name
    
    
      Object.hideFlags
    
    
    
    
    
   
  
  Assembly: ProjectDawn.Navigation.Hybrid.dll
  Syntax
  
    [RequireComponent(typeof(AgentAuthoring))]
[AddComponentMenu("Agents Navigation/Agent NavMesh Pathing")]
[DisallowMultipleComponent]
[HelpURL("https://lukaschod.github.io/agents-navigation-docs/manual/game-objects/pathing/nav-mesh.html")]
public class AgentNavMeshAuthoring : MonoBehaviour, INavMeshWallProvider
   
  Fields
  
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  AgentTypeId
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    [SerializeField]
protected int AgentTypeId
   
  Field Value
  
  
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  AreaMask
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    [SerializeField]
protected int AreaMask
   
  Field Value
  
  
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  AutoRepath
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    [SerializeField]
protected bool AutoRepath
   
  Field Value
  
  
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  MappingExtent
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    [SerializeField]
protected float3 MappingExtent
   
  Field Value
  
  
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  m_Grounded
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    [SerializeField]
protected Grounded m_Grounded
   
  Field Value
  
  Properties
  
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  DefaultPath
  
  
  Declaration
  
    public NavMeshPath DefaultPath { get; }
   
  Property Value
  
  
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  EntityNodes
  NavMeshNode component of this AgentAuthoring Entity.
Accessing this property is potentially heavy operation as it will require wait for agent jobs to finish.
 
  
  Declaration
  
    [Obsolete("EntityNodes nodes is obsolete, please use Nodes")]
public DynamicBuffer<NavMeshNode> EntityNodes { get; }
   
  Property Value
  
  
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  EntityPath
  NavMeshPath component of this AgentAuthoring Entity.
Accessing this property is potentially heavy operation as it will require wait for agent jobs to finish.
 
  
  Declaration
  
    public NavMeshPath EntityPath { get; set; }
   
  Property Value
  
  
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  HasEntityPath
  
  
  Declaration
  
    public bool HasEntityPath { get; }
   
  Property Value
  
  
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  NavMeshLinkTraversal
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    public ref NavMeshLinkTraversal NavMeshLinkTraversal { get; }
   
  Property Value
  
  
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  Nodes
  NavMeshNode component of this AgentAuthoring Entity.
Accessing this property is potentially heavy operation as it will require wait for agent jobs to finish.
 
  
  Declaration
  
    public DynamicBuffer<NavMeshNode> Nodes { get; }
   
  Property Value
  
  
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  OnLinkTraversal
  
  
  Declaration
  
    public bool OnLinkTraversal { get; set; }
   
  Property Value
  
  
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  Path
  NavMeshPath component of this AgentAuthoring Entity.
Accessing this property is potentially heavy operation as it will require wait for agent jobs to finish.
 
  
  Declaration
  
    public ref NavMeshPath Path { get; }
   
  Property Value
  
  
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  SeekLinkTraversal
  Agent uses NavMesh for pathfinding.
 
  
  Declaration
  
    public ref LinkTraversalSeek SeekLinkTraversal { get; }
   
  Property Value
  
  Methods
  
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  CreateCorners(int, Allocator)
  Creates structure for accessing the corners of current agent path.
 
  
  Declaration
  
    public NavMeshCorners CreateCorners(int capacity, Allocator allocator = Allocator.Persistent)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | int | 
        capacity | 
         | 
      
      
        | Allocator | 
        allocator | 
         | 
      
    
  
  Returns
  
  
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  GetAreaCost(int)
  Gets the cost for path calculation when crossing area of a particular type.
The cost of a path is the amount of "difficulty" involved in calculating it - the shortest path may not be the best if it passes over difficult ground, such as mud, snow, etc.Different types of areas are denoted by navmesh areas in Unity.The cost of a particular area is given in cost units per distance unit.Note that the cost of a path applies to the pathfinding only and does not automatically affect the movement speed of the agent when following the path.Indeed, the path's cost may denote other factors such as danger (safe but long path through a minefield) or visibility (long path that keeps a character in the shadows)
 
  
  Declaration
  
    public float GetAreaCost(int areaIndex)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | int | 
        areaIndex | 
         | 
      
    
  
  Returns
  
  
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  SetAreaCost(int, float)
  Sets the cost for traversing over areas of the area type.
 
  
  Declaration
  
    public void SetAreaCost(int areaIndex, float areaCost)
   
  Parameters
  
    
      
        | Type | 
        Name | 
        Description | 
      
    
    
      
        | int | 
        areaIndex | 
         | 
      
      
        | float | 
        areaCost | 
         | 
      
    
  
  Implements