acceleration |
The maximum acceleration of an agent as it follows a path, given in units / sec^2. |
angularSpeed |
Maximum turning speed in (deg/s) while following a path. |
autoBraking |
Should the agent brake automatically to avoid overshooting the destination point? |
autoRepath |
Should the agent attempt to acquire a new path if the existing path becomes invalid? |
autoTraverseOffMeshLink |
Should the agent move via OffMeshLinks automatically? |
avoidancePriority |
The avoidance priority level. |
baseOffset |
The relative vertical displacement of the owning GameObject. |
currentOffMeshLinkData |
The current OffMeshLinkData. |
desiredVelocity |
The desired velocity of the agent including any potential contribution from avoidance. (Read Only) |
destination |
Destination point for the agent to navigate towards. |
hasPath |
Does the agent currently have a path? (Read Only) |
height |
The height of the agent for purposes of passing under obstacles, etc. |
isOnOffMeshLink |
Is the agent currently positioned on an OffMeshLink? (Read Only) |
isPathStale |
Is the current path stale. (Read Only) |
nextOffMeshLinkData |
The next OffMeshLinkData on the current path. |
nextPosition |
The next position on the path. |
obstacleAvoidanceType |
The level of quality of avoidance. |
path |
Property to get and set the current path. |
pathPending |
Is a path in the process of being computed but not yet ready? (Read Only) |
pathStatus |
The status of the current path (complete, partial or invalid). |
radius |
The avoidance radius for the agent. |
remainingDistance |
The distance between the agent's position and the destination on the current path. (Read Only) |
speed |
Maximum movement speed when following a path. |
steeringTarget |
The current steering target - usually the next corner or end point of the current path. (Read Only) |
stoppingDistance |
Stop within this distance from the target position. |
updatePosition |
Should the agent update the transform position? |
updateRotation |
Should the agent update the transform orientation? |
velocity |
The current velocity of the NavMeshAgent component. |
walkableMask |
Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale). |
ActivateCurrentOffMeshLink |
Enables or disables the current off-mesh link. |
CalculatePath |
Calculate a path to a specified point and store the resulting path. |
CompleteOffMeshLink |
Follow the current OffMeshLink. |
FindClosestEdge |
Locate the closest NavMesh edge. |
GetLayerCost |
Gets the cost for crossing ground of a particular type. |
Move |
Apply relative movement to current position. |
Raycast |
Trace a straight path towards a target postion in the NavMesh without moving the agent. |
ResetPath |
Clears the current path. |
Resume |
Resumes the movement along the current path after a pause. |
SamplePathPosition |
Sample a position along the current path. |
SetDestination |
Sets or updates the destination thus triggering the calculation for a new path. |
SetLayerCost |
Sets the cost for traversing over geometry of the layer type. |
SetPath |
Assign a new path to this agent. |
Stop |
Stop movement of this agent along its current path. |
Warp |
Warps agent to the provided position. |
enabled |
Enabled Behaviours are Updated, disabled Behaviours are not. |
animation |
The Animation attached to this GameObject (null if there is none attached). |
audio |
The AudioSource attached to this GameObject (null if there is none attached). |
camera |
The Camera attached to this GameObject (null if there is none attached). |
collider |
The Collider attached to this GameObject (null if there is none attached). |
collider2D |
The Collider2D component attached to the object. |
constantForce |
The ConstantForce attached to this GameObject (null if there is none attached). |
gameObject |
The game object this component is attached to. A component is always attached to a game object. |
guiText |
The GUIText attached to this GameObject (null if there is none attached). |
guiTexture |
The GUITexture attached to this GameObject (Read Only). (null if there is none attached). |
hingeJoint |
The HingeJoint attached to this GameObject (null if there is none attached). |
light |
The Light attached to this GameObject (null if there is none attached). |
networkView |
The NetworkView attached to this GameObject (Read Only). (null if there is none attached). |
particleEmitter |
The ParticleEmitter attached to this GameObject (null if there is none attached). |
particleSystem |
The ParticleSystem attached to this GameObject (null if there is none attached). |
renderer |
The Renderer attached to this GameObject (null if there is none attached). |
rigidbody |
The Rigidbody attached to this GameObject (null if there is none attached). |
rigidbody2D |
The Rigidbody2D that is attached to the Component's GameObject. |
tag |
The tag of this game object. |
transform |
The Transform attached to this GameObject (null if there is none attached). |
hideFlags |
Should the object be hidden, saved with the scene or modifiable by the user? |
name |
The name of the object. |
BroadcastMessage |
Calls the method named methodName on every MonoBehaviour in this game object or any of its children. |
CompareTag |
Is this game object tagged with tag? |
GetComponent |
Returns the component of Type type if the game object has one attached, null if it doesn't. |
GetComponentInChildren |
Returns the component of Type type in the GameObject or any of its children using depth first search. |
GetComponents |
Returns all components of Type type in the GameObject. |
GetComponentsInChildren |
Returns all components of Type type in the GameObject or any of its children. |
SendMessage |
Calls the method named methodName on every MonoBehaviour in this game object. |
SendMessageUpwards |
Calls the method named methodName on every MonoBehaviour in this game object and on every ancestor of the behaviour. |
GetInstanceID |
Returns the instance id of the object. |
ToString |
Returns the name of the game object. |