Version: 2018.2

NavMeshAgent.SamplePathPosition

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public bool SamplePathPosition (int areaMask, float maxDistance, out AI.NavMeshHit hit);

Parameters

areaMaskA bitfield mask specifying which NavMesh areas can be passed when tracing the path.
maxDistanceTerminate scanning the path at this distance.
hitHolds the properties of the resulting ___location.

Returns

bool True if terminated before reaching the position at maxDistance, false otherwise.

Description

Sample a position along the current path.

This function looks ahead a specified distance along the current path. Details of the mesh at that position are then returned in a NavMeshHit object. This could be used, for example, to check the type of surface that lies ahead before the character gets there - a character could raise his gun above his head if he is about to wade through water, say.

using UnityEngine;
using UnityEngine.AI;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Transform target; private NavMeshAgent agent; private int waterMask;

void Start() { agent = GetComponent<NavMeshAgent>(); waterMask = 1 << NavMesh.GetAreaFromName("Water"); agent.SetDestination(target.position); }

void Update() { NavMeshHit hit;

// Check all areas one length unit ahead. if (!agent.SamplePathPosition(NavMesh.AllAreas, 1.0F, out hit)) if ((hit.mask &amp; waterMask) != 0) { // Water detected along the path... } } }