class NavMeshLink

in global :: Sandbox

NavigationLinks connect navigation mesh polygons for pathfinding and enable shortcuts like ladders, jumps, or teleports.


public Vector3 LocalStartPosition { get; set; }

Start position relative to the game object's position.

public Vector3 LocalEndPosition { get; set; }

End position relative to the game object's position.

public Nullable<Vector3> WorldStartPositionOnNavmesh { get; }

Start position in world space snapped to the navmesh.

public Nullable<Vector3> WorldEndPositionOnNavmesh { get; }

End position in world space snapped to the navmesh.

public bool IsBiDirectional

Whether this link can be traverse bi-directional or only start towards end.

public float ConnectionRadius

Radius that will be searched at the start and end positions for a connection to the navmesh.

public Action<NavMeshAgent> LinkEntered { get; set; }

Emitted when an agent enters the link.

public Action<NavMeshAgent> LinkExited { get; set; }

Emitted when an agent exits the link.

public Vector3 WorldStartPosition { get; set; }

Start position in world space.

public Vector3 WorldEndPosition { get; set; }

End position in world space.

public void Deserialize( JsonObject node )

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

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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 Vector3 WorldPosition { get; set; }

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public Rotation WorldRotation { get; set; }

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public Vector3 WorldScale { get; set; }

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public Type GetType( )

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public string ToString( )

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public bool Equals( object obj )

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public int GetHashCode( )

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public T AddComponent( bool startEnabled = True )

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

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

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public Action OnComponentFixedUpdate { get; set; }

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public Action OnComponentDestroy { get; set; }

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public void Destroy( )

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public void DestroyGameObject( )

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public void Reset( )

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public void EditLog( string name, object source )

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public ITagSet Tags { get; }

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

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public DebugOverlaySystem DebugOverlay { get; }

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public ComponentFlags Flags { get; set; }

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public T GetOrAddComponent( bool startEnabled = True )

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public Action OnComponentDisabled { get; set; }

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public T GetComponent( bool includeDisabled = False )

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