Navigation mesh agent.
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  | 指的是导航网格代理的期望速度,与其当前速度不是等价的. (Read Only) | 
destination  | 导航的目的地. | 
hasPath  | Does the agent currently have a path? (Read Only) | 
height  | The height of the agent for purposes of passing under obstacles, etc. | 
isOnOffMeshLink  | 导航网格代理当前的位置是否位于OffMeshLink? (Read Only) | 
isPathStale  | Is the current path stale. (Read Only) | 
nextOffMeshLinkData  | The next OffMeshLinkData on the current path. | 
nextPosition  | 顾名思义,也就是下一个位置,在Update函数中打印这个属性,你会发现打印出的结果与这个导航网格代理周游过的路径一致 | 
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  | 导航网格代理离目的地还剩的距离,如果其值为0,那么代理已经到达了目的地了. (Read Only) | 
speed  | Maximum movement speed when following a path. | 
steeringTarget  | 这个属性是相当重要的,它指的是导航网格代理在导航网格中周游时所经过的拐点. (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  | 导航网格代理周游时的实时速度,非常重要. | 
walkableMask  | Specifies which NavMesh layers are passable (bitfield). Changing walkableMask will make the path stale (see isPathStale) | 
ActivateCurrentOffMeshLink  | 当activated为true激活OffMeshLink. | 
CalculatePath  | Calculate a path to a specified point and store the resulting path. | 
CompleteOffMeshLink  | 让导航网格代理完成在OffMeshLink上的周游. | 
FindClosestEdge  | Locate the closest NavMesh edge. | 
GetLayerCost  | Gets the cost for crossing ground of a particular type. | 
Move  | 让导航网格代理朝向量v的世界坐标系方向平移v的长度 | 
Raycast  | Trace a straight path towards a target postion in the NavMesh without moving the agent. | 
ResetPath  | Clears the current path. | 
Resume  | 恢复寻路状态,此时角色会在上一次执行了Stop函数停下来后恢复当时的状态,目的地为上一次的目的地 | 
SamplePathPosition  | Sample a position along the current path. | 
SetDestination  | 设置目的地,与nma.destination = v一样,这个函数在设置目的地成功后返回true,否则返回false,就只比调用属性多了一个返回值. | 
SetLayerCost  | Sets the cost for traversing over geometry of the layer type. | 
SetPath  | Assign a new path to this agent. | 
Stop  | 让导航网格代理停暂停寻路,但此寻路状态可以靠 Resume 函数恢复到寻路状态,并且目的地也与上次一样. | 
Warp  | Warps agent to the provided position. |