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
|
Improve this Doc
View Source
AgentTypeId
Agent uses NavMesh for pathfinding.
Declaration
[SerializeField]
protected int AgentTypeId
Field Value
|
Improve this Doc
View Source
AreaMask
Agent uses NavMesh for pathfinding.
Declaration
[SerializeField]
protected int AreaMask
Field Value
|
Improve this Doc
View Source
AutoRepath
Agent uses NavMesh for pathfinding.
Declaration
[SerializeField]
protected bool AutoRepath
Field Value
|
Improve this Doc
View Source
MappingExtent
Agent uses NavMesh for pathfinding.
Declaration
[SerializeField]
protected float3 MappingExtent
Field Value
|
Improve this Doc
View Source
m_Grounded
Agent uses NavMesh for pathfinding.
Declaration
[FormerlySerializedAs("m_Constrained")]
[SerializeField]
protected bool m_Grounded
Field Value
Properties
|
Improve this Doc
View Source
DefaulPath
Declaration
[Obsolete("This property has been renamed. Please use DefaultPath!")]
public NavMeshPath DefaulPath { get; }
Property Value
|
Improve this Doc
View Source
DefaultPath
Declaration
public NavMeshPath DefaultPath { get; }
Property Value
|
Improve this Doc
View Source
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
public DynamicBuffer<NavMeshNode> EntityNodes { get; }
Property Value
|
Improve this Doc
View Source
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
|
Improve this Doc
View Source
HasEntityPath
Declaration
public bool HasEntityPath { get; }
Property Value
|
Improve this Doc
View Source
NavMeshLinkTraversal
Agent uses NavMesh for pathfinding.
Declaration
public ref NavMeshLinkTraversal NavMeshLinkTraversal { get; }
Property Value
|
Improve this Doc
View Source
OnLinkTraversal
Declaration
public bool OnLinkTraversal { get; set; }
Property Value
|
Improve this Doc
View Source
SeekLinkTraversal
Agent uses NavMesh for pathfinding.
Declaration
public ref LinkTraversalSeek SeekLinkTraversal { get; }
Property Value
Methods
|
Improve this Doc
View Source
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
|
Improve this Doc
View Source
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
|
Improve this Doc
View Source
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