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Question by RobertOne · Jun 07, 2015 at 07:46 PM · navmesh

Navmesh: Check if agent destination can be reached

hi iam working on a puzzle game with several maze parts which looks like this one: alt text

so in the beginning you have a randomly rotated maze and have to "un-rotate" each part/the whole maze by clicking on the parts:

alt text

the goal is to let the player run threw the maze (using navmeshes) as soon as the start and finish point is connected

alt text

but now comes the part where i am stuck. how can i check if the start and finish point is connected? so that the player starts to run as soon as it is possible?

currently the player just go wherever i click, even if its not possible, using this code:

 using UnityEngine;
 
 public class NavMesh : MonoBehaviour {
     NavMeshAgent agent;
     
     void Start() {
         agent = GetComponent<NavMeshAgent>();
     }
     
     void Update() {
         if (Input.GetMouseButtonDown(0)) {
             RaycastHit hit;
             
             if (Physics.Raycast(Camera.main.ScreenPointToRay(Input.mousePosition), out hit, 100)) {
                 agent.destination = hit.point;
             }
         }
     }
 }


i guess i could do something like:

 case NavMeshPathStatus.PathComplete:

but i dont know how i can combine and use this

maze2.png (90.9 kB)
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