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Question by Harabeck · Jan 09, 2012 at 07:07 PM · navmeshpathfindingunity 3.5

Unity 3.5: Is there a way to access a NavMeshAgent's current path?

I'm trying to highlight a NavMeshAgent's path for debugging, but from the documentation there doesn't seem to be a way to access it, as though it's private with no accessors. Is there no way to get at it? Should I just calculate a path to it's current destination and operate on that? If that's the answer, how do I access the scene's NavMesh in code so that I can call CalculatePath?

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avatar image kevork · Mar 01, 2012 at 09:30 PM 0
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Has anyone had any success with this?

avatar image greay · Mar 20, 2012 at 04:27 AM 0
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I'm wondering the same thing. I haven't been able to find any information on how to accomplish either of these things.

avatar image Korenski405 · Apr 02, 2012 at 04:32 AM 0
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Also wondering about this. I would love to be able to project a path onto the terrain.

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Answer by Helkus · Jan 20, 2012 at 12:40 AM

You call .SetDestination on your agent and it'll just move there by itself, You can grab a path from the NavMesh and call SetPath on the agent as well.

I found something akin to the script reference here : http://www.unity3dhelp.com/ScriptReference/NavMeshAgent.html And http://www.unity3dhelp.com/ScriptReference/NavMesh.html

Good luck!

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avatar image Graham-Dunnett ♦♦ · Feb 03, 2012 at 02:08 PM 0
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Anyone know anything about this www.unity3dhelp.com website? It seems to be hosting Unity 3.5beta documentation and I don't think permission has been sought for that.

avatar image greay · Mar 20, 2012 at 04:28 AM 0
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just a spam site, now. And 3.5 is out of beta, so the documentation is easy to get at – however it doesn't answer this question

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