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    Class AgentNavMeshAuthoring

    Agent uses NavMesh for pathfinding.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    AgentNavMeshAuthoring
    Implements
    INavMeshWallProvider
    Inherited Members
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    Namespace: ProjectDawn.Navigation.Hybrid
    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
    Type Description
    int
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    AreaMask

    Agent uses NavMesh for pathfinding.

    Declaration
    [SerializeField]
    protected int AreaMask
    Field Value
    Type Description
    int
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    AutoRepath

    Agent uses NavMesh for pathfinding.

    Declaration
    [SerializeField]
    protected bool AutoRepath
    Field Value
    Type Description
    bool
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    MappingExtent

    Agent uses NavMesh for pathfinding.

    Declaration
    [SerializeField]
    protected float3 MappingExtent
    Field Value
    Type Description
    float3
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    m_Grounded

    Agent uses NavMesh for pathfinding.

    Declaration
    [FormerlySerializedAs("m_Constrained")]
    [SerializeField]
    protected bool m_Grounded
    Field Value
    Type Description
    bool

    Properties

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    DefaulPath

    Returns default component of NavMeshPath.

    Declaration
    [Obsolete("This property has been renamed. Please use DefaultPath!")]
    public NavMeshPath DefaulPath { get; }
    Property Value
    Type Description
    NavMeshPath
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    DefaultPath

    Returns default component of NavMeshPath.

    Declaration
    public NavMeshPath DefaultPath { get; }
    Property Value
    Type Description
    NavMeshPath
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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
    public DynamicBuffer<NavMeshNode> EntityNodes { get; }
    Property Value
    Type Description
    DynamicBuffer<NavMeshNode>
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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
    Type Description
    NavMeshPath
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    HasEntityPath

    Returns true if AgentAuthoring entity has NavMeshPath.

    Declaration
    public bool HasEntityPath { get; }
    Property Value
    Type Description
    bool
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    NavMeshLinkTraversal

    Agent uses NavMesh for pathfinding.

    Declaration
    public ref NavMeshLinkTraversal NavMeshLinkTraversal { get; }
    Property Value
    Type Description
    NavMeshLinkTraversal
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    OnLinkTraversal

    NavMeshLinkTraversal component of this AgentAuthoring Entity. Accessing this property is potentially heavy operation as it will require wait for agent jobs to finish.

    Declaration
    public bool OnLinkTraversal { get; set; }
    Property Value
    Type Description
    bool
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    SeekLinkTraversal

    Agent uses NavMesh for pathfinding.

    Declaration
    public ref LinkTraversalSeek SeekLinkTraversal { get; }
    Property Value
    Type Description
    LinkTraversalSeek

    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
    Type Description
    NavMeshCorners
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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
    Type Description
    float
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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

    INavMeshWallProvider
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