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Question by SalamiSam77 · May 26, 2020 at 03:50 PM · navmeshagentnavigationcallbackmessages

Is there no message sent when navmeshagent reaches end of path?

Hi all,

I just recently switched to Unity from Godot because my heart is set on making a gridless turn based strategy game in true 3D space. Unfortunately, Godot's navigation/pathfinding tools are still underdeveloped until Godot 4.0 releases. But Unity already has everything I need, and I'm seeing some of the benefits to the component system it uses. Anyway, I digress...

I only mention my recent switch from Godot so you know where I'm coming from. In Godot, almost everything has a message associated with it (similar to OnTriggerEntered callback in Unity). Working with navmeshagents in Unity, is there really no message sent when it reaches its destination? It seems like this would be a no brainer to have implemented. Right now, my work around is to poll every Update frame to see if the navmeshagent has reached it. Sure, it's only a few extra ticks on the CPU but, that can add up with more and more agents.

Does anyone have a better solution to situations like this? I've been searching the docs for creating my own messages but nothing I found would improve my performance. Maybe I missed something?

Thanks!

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