Question by 
               Casss · Dec 20, 2016 at 12:08 AM · 
                navmeshnavmeshagentnavigationnav mesh  
              
 
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Hi!How I can move my player without NavMesh? using UnityEngine; using System.Collections;
 /// <summary>
 /// Abstract Class from which all characters in the game will derive from.
 /// </summary>
 
 
 [RequireComponent(typeof(Rigidbody))]
 [RequireComponent(typeof(NavMeshAgent))]
 public abstract class Character : MonoBehaviour
 {
     private Vector2 startPos;
     private Vector2 endPos;
     private InputType touchInput;
     public bool HasJustTeleported { get; set; }
     public Direction facingDirection;
 
     /// <summary>
     /// Make Navmesh Agent move to certain destination
     /// </summary>
     /// <param name="destination"></param>
     public virtual void Move(Vector3 destination)
     {
         NavMeshAgent agent = GetComponent<NavMeshAgent>();
         agent.SetDestination(destination);
     }
 
     /// <summary>
     /// Pass in a direction to Raycast in
     /// </summary>
     /// <param name="direction"></param>
     /// <returns></returns>
     public bool RaycastInDirection(Direction direction, out RaycastHit hit)
     {
         Vector3 raycastDirection;
         switch (direction)
         {
             case Direction.FORWARD:
                 {
                     raycastDirection = new Vector3(1, 0, 0);
                     break;
                 }
             case Direction.BACKWARD:
                 {
                     raycastDirection = new Vector3(-1, 0, 0);
                     break;
                 }
             case Direction.RIGHT:
                 {
                     raycastDirection = new Vector3(0, 0, -1);
                     break;
                 }
 
             case Direction.LEFT:
                 {
                     raycastDirection = new Vector3(0, 0, 1);
                     break;
                 }
             default:
                 {
                     raycastDirection = new Vector3();
                     break;
                 }
         }
         Vector3 raycastOrigin = transform.position;
         raycastOrigin.y += 1;
         Debug.DrawRay(raycastOrigin, raycastDirection);
         return Physics.Raycast(raycastOrigin, raycastDirection, out hit,4);
     }
     /// <summary>
     /// Sets the direction in which the character is facing. Also updates the Direction variable.
     /// </summary>
     /// <param name="direction"></param>
     public void SetCharacterDirection(Direction direction)
     {
         switch (direction)
         {
             case Direction.RIGHT:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, 180, 0);
                     break;
                 }
             case Direction.LEFT:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, 0, 0);
                     break;
                 }
             case Direction.FORWARD:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, 90, 0);
                     break;
                 }
             case Direction.BACKWARD:
                 {
                     transform.eulerAngles = new Vector3(transform.eulerAngles.x, -90, 0);
                     break;
                 }
         }
         facingDirection = direction;
     }
 
 
     /// <summary>
     /// Override this function to impart attack function to the character
     /// </summary>
     /// <param name="target"></param>
     public virtual void Attack(GameObject target)
     {
         print("Not implemented");
     }
 
     /// <summary>
     /// The game is split into Player phase and an AI phase
     /// This function executes in the update loop of the GameLoopManager
     /// </summary>
     public virtual void PhaseBehavior(TouchCommand command)
     {
         print("Not implemented");
     }
 }
 
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