class NavMeshAgent

in global :: Sandbox

An agent that can navigate the navmesh defined in the scene.


public float Acceleration { get; set; }

The maximum acceleration a agent can have. This is how fast the agent can change its velocity. If you want snappy movement this should be as high or higher than .

public bool UpdatePosition { get; set; }

Set the Position of the GameObject to the agent position every frame. You can turn this off and handle it yourself by using the AgentPosition property.

public bool UpdateRotation { get; set; }

This will simply face the direction it is moving. It is not configurable on purpose, so you should really turn this off and be doing this yourself if you need it to do anything specific.

public Vector3 AgentPosition { get; }

Updated with the agent's position, even if UpdatePosition is false

public void SetAgentPosition( Vector3 position )

If you want to move the agent from one position to another

public void MoveTo( Vector3 targetPosition )

Navigate to the position

public Action LinkEnter { get; set; }

Emitted when the agent enters a link.

public Action LinkExit { get; set; }

Emitted when the agent exits a link.

Returns true if the agent is currently traversing a link.

public Nullable<NavMeshAgent.LinkTraversalData> CurrentLinkTraversal

Information about the current link traversal.

public Vector3 GetLookAhead( float distance )

Get a point on the current path, distance away from here. This is a simplified path so only includes the first few corners.

public DebugOverlaySystem DebugOverlay { get; }

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public T AddComponent( bool startEnabled = True )

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public T GetOrAddComponent( bool startEnabled = True )

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public T GetComponent( bool includeDisabled = False )

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public IEnumerable<T> GetComponents( bool includeDisabled = False )

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public IEnumerable<T> GetComponentsInChildren( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInChildren( bool includeDisabled = False, bool includeSelf = True )

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public IEnumerable<T> GetComponentsInParent( bool includeDisabled = False, bool includeSelf = True )

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public T GetComponentInParent( bool includeDisabled = False, bool includeSelf = True )

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public Guid Id { get; }

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public Transform LocalTransform { get; set; }

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public Vector3 LocalPosition { get; set; }

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public Rotation LocalRotation { get; set; }

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public Vector3 LocalScale { get; set; }

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public GameObject.NetworkAccessor Network { get; }

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public bool IsProxy { get; }

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public JsonNode Serialize( GameObject.SerializeOptions options = null )

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public void Deserialize( JsonObject node )

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public ComponentFlags Flags { get; set; }

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public int GetHashCode( )

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public bool Equals( object obj )

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public void DeserializeImmediately( JsonObject node )

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public int ComponentVersion { get; }

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public Transform WorldTransform { get; set; }

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public string ToString( )

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public Type GetType( )

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public Vector3 WorldPosition { get; set; }

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public Vector3 WorldScale { get; set; }

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public Rotation WorldRotation { get; set; }

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public void DestroyGameObject( )

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public float Height { get; set; }

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public float Radius { get; set; }

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public float MaxSpeed { get; set; }

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public float Separation { get; set; }

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public Nullable<Vector3> TargetPosition { get; }

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public Vector3 Velocity { get; set; }

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public Vector3 WishVelocity { get; }

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public void Stop( )

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public void CompleteLinkTraversal( )

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public bool SyncAgentPosition { get; set; }

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public Scene Scene { get; }

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public GameTransform Transform { get; }

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public GameObject GameObject { get; }

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public ComponentList Components { get; }

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public bool Enabled { get; set; }

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public bool Active { get; }

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public bool IsValid { get; }

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public Action OnComponentEnabled { get; set; }

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public Action OnComponentStart { get; set; }

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public Action OnComponentUpdate { get; set; }

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentDisabled { get; set; }

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public Action OnComponentDestroy { get; set; }

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public void Destroy( )

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public void Reset( )

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public void EditLog( string name, object source )

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public void Invoke( float secondsDelay, Action action, CancellationToken ct = null )

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public ITagSet Tags { get; }

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