Files
KOF/Packages/com.arongranberg.astar/Editor/EditorAssets/tooltips.tsv
2025-07-02 15:13:26 +08:00

599 KiB

1AIMoveSystem.cs.GCHandle<undefined>
2AstarPath.AstarDistributionastarpath.html#AstarDistributionInformation about where the package was downloaded.
3AstarPath.Branchastarpath.html#BranchWhich branch of the A* Pathfinding Project is this release. \n\nUsed when checking for updates so that users of the development versions can get notifications of development updates.
4AstarPath.Distributionastarpath.html#DistributionUsed by the editor to guide the user to the correct place to download updates.
5AstarPath.IsAnyGraphUpdateInProgressastarpath.html#IsAnyGraphUpdateInProgressReturns if any graph updates are being calculated right now. \n\n[more in online documentation]
6AstarPath.IsAnyGraphUpdateQueuedastarpath.html#IsAnyGraphUpdateQueuedReturns if any graph updates are waiting to be applied. \n\n[more in online documentation]
7AstarPath.IsAnyWorkItemInProgressastarpath.html#IsAnyWorkItemInProgressReturns if any work items are in progress right now. \n\n[more in online documentation]
8AstarPath.IsInsideWorkItemastarpath.html#IsInsideWorkItemReturns if this code is currently being exectuted inside a work item. \n\n[more in online documentation]\nIn contrast to IsAnyWorkItemInProgress this is only true when work item code is being executed, it is not true in-between the updates to a work item that takes several frames to complete.
9AstarPath.IsUsingMultithreadingastarpath.html#IsUsingMultithreadingReturns whether or not multithreading is used. \n\n\n[more in online documentation]
10AstarPath.NNConstraintClosestAsSeenFromAboveastarpath.html#NNConstraintClosestAsSeenFromAboveCached NNConstraint to avoid unnecessary allocations. \n\nThis should ideally be fixed by making NNConstraint an immutable class/struct.
11AstarPath.NNConstraintNoneastarpath.html#NNConstraintNoneCached NNConstraint.None to avoid unnecessary allocations. \n\nThis should ideally be fixed by making NNConstraint an immutable class/struct.
12AstarPath.NumParallelThreadsastarpath.html#NumParallelThreadsNumber of parallel pathfinders. \n\nReturns the number of concurrent processes which can calculate paths at once. When using multithreading, this will be the number of threads, if not using multithreading it is always 1 (since only 1 coroutine is used). \n\n[more in online documentation]
13AstarPath.On65KOverflowastarpath.html#On65KOverflowCalled when <b>pathID</b> overflows 65536 and resets back to zero. \n\n[more in online documentation]
14AstarPath.OnAwakeSettingsastarpath.html#OnAwakeSettingsCalled on Awake before anything else is done. \n\nThis is called at the start of the Awake call, right after active has been set, but this is the only thing that has been done.\n\nUse this when you want to set up default settings for an AstarPath component created during runtime since some settings can only be changed in Awake (such as multithreading related stuff) <b>[code in online documentation]</b>
15AstarPath.OnGraphPostScanastarpath.html#OnGraphPostScanCalled for each graph after they have been scanned. \n\nAll other graphs might not have been scanned yet. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.
16AstarPath.OnGraphPreScanastarpath.html#OnGraphPreScanCalled for each graph before they are scanned. \n\nIn most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.
17AstarPath.OnGraphsUpdatedastarpath.html#OnGraphsUpdatedCalled when any graphs are updated. \n\nRegister to for example recalculate the path whenever a graph changes. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.
18AstarPath.OnLatePostScanastarpath.html#OnLatePostScanCalled after scanning has completed fully. \n\nThis is called as the last thing in the Scan function. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.
19AstarPath.OnPathPostSearchastarpath.html#OnPathPostSearchCalled for each path after searching. \n\nBe careful when using multithreading since this will be called from a different thread.
20AstarPath.OnPathPreSearchastarpath.html#OnPathPreSearchCalled for each path before searching. \n\nBe careful when using multithreading since this will be called from a different thread.
21AstarPath.OnPathsCalculatedastarpath.html#OnPathsCalculatedCalled right after callbacks on paths have been called. \n\nA path's callback function runs on the main thread when the path has been calculated. This is done in batches for all paths that have finished their calculation since the last frame. This event will trigger right after a batch of callbacks have been called.\n\nIf you do not want to use individual path callbacks, you can use this instead to poll all pending paths and see which ones have completed. This is better than doing it in e.g. the Update loop, because here you will have a guarantee that all calculated paths are still valid. Immediately after this callback has finished, other things may invalidate calculated paths, like for example graph updates.\n\nThis is used by the ECS integration to update all entities' pending paths, without having to store a callback for each agent, and also to avoid the ECS synchronization overhead that having individual callbacks would entail.
22AstarPath.OnPostScanastarpath.html#OnPostScanCalled after scanning. \n\nThis is called before applying links, flood-filling the graphs and other post processing. In most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.
23AstarPath.OnPreScanastarpath.html#OnPreScanCalled before starting the scanning. \n\nIn most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead.
24AstarPath.Versionastarpath.html#VersionThe version number for the A* Pathfinding Project.
25AstarPath.activeastarpath.html#activeReturns the active AstarPath object in the scene. \n\n[more in online documentation]
26AstarPath.asyncScanTaskastarpath.html#asyncScanTaskIf an async scan is running, this will be set to the coroutine. \n\nThis primarily used to be able to force the async scan to complete immediately, if the AstarPath component should happen to be destroyed while an async scan is running.
27AstarPath.batchGraphUpdatesastarpath.html#batchGraphUpdatesThrottle graph updates and batch them to improve performance. \n\nIf toggled, graph updates will batched and executed less often (specified by graphUpdateBatchingInterval).\n\nThis can have a positive impact on pathfinding throughput since the pathfinding threads do not need to be stopped as often, and it reduces the overhead per graph update. All graph updates are still applied however, they are just batched together so that more of them are applied at the same time.\n\nHowever do not use this if you want minimal latency between a graph update being requested and it being applied.\n\nThis only applies to graph updates requested using the UpdateGraphs method. Not those requested using AddWorkItem.\n\nIf you want to apply graph updates immediately at some point, you can call FlushGraphUpdates.\n\n[more in online documentation]
28AstarPath.colorSettingsastarpath.html#colorSettingsReference to the color settings for this AstarPath object. \n\nColor settings include for example which color the nodes should be in, in the sceneview.
29AstarPath.cs.Thread<undefined>
30AstarPath.dataastarpath.html#dataHolds all graph data.
31AstarPath.debugFloorastarpath.html#debugFloorLow value to use for certain debugMode modes. \n\nFor example if debugMode is set to G, this value will determine when the node will be completely red.\n\n[more in online documentation]
32AstarPath.debugModeastarpath.html#debugModeThe mode to use for drawing nodes in the sceneview. \n\n[more in online documentation]
33AstarPath.debugPathDataastarpath.html#debugPathDataThe path to debug using gizmos. \n\nThis is the path handler used to calculate the last path. It is used in the editor to draw debug information using gizmos.
34AstarPath.debugPathIDastarpath.html#debugPathIDThe path ID to debug using gizmos.
35AstarPath.debugRoofastarpath.html#debugRoofHigh value to use for certain debugMode modes. \n\nFor example if debugMode is set to G, this value will determine when the node will be completely green.\n\nFor the penalty debug mode, the nodes will be colored green when they have a penalty less than debugFloor and red when their penalty is greater or equal to this value and something between red and green otherwise.\n\n[more in online documentation]
36AstarPath.euclideanEmbeddingastarpath.html#euclideanEmbeddingHolds settings for heuristic optimization. \n\n[more in online documentation]\n [more in online documentation]
37AstarPath.fullGetNearestSearchastarpath.html#fullGetNearestSearchDo a full GetNearest search for all graphs. \n\nAdditional searches will normally only be done on the graph which in the first fast search seemed to have the closest node. With this setting on, additional searches will be done on all graphs since the first check is not always completely accurate.\n\nMore technically: GetNearestForce on all graphs will be called if true, otherwise only on the one graph which's GetNearest search returned the best node.\n\nUsually faster when disabled, but higher quality searches when enabled. \n\n[more in online documentation]
38AstarPath.graphDataLockastarpath.html#graphDataLockGlobal read-write lock for graph data. \n\nGraph data is always consistent from the main-thread's perspective, but if you are using jobs to read from graph data, you may need this.\n\nA write lock is held automatically...\n- During graph updates. During async graph updates, the lock is only held once per frame while the graph update is actually running, not for the whole duration.\n\n- During work items. Async work items work similarly to graph updates, the lock is only held once per frame while the work item is actually running.\n\n- When GraphModifier events run.\n\n- When graph related callbacks, such as OnGraphsUpdated, run.\n\n- During the last step of a graph's scanning process. See ScanningStage.\n\n\nTo use e.g. AstarPath.active.GetNearest from an ECS job, you'll need to acquire a read lock first, and make sure the lock is only released when the job is finished.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
39AstarPath.graphUpdateBatchingIntervalastarpath.html#graphUpdateBatchingIntervalMinimum number of seconds between each batch of graph updates. \n\nIf batchGraphUpdates is true, this defines the minimum number of seconds between each batch of graph updates.\n\nThis can have a positive impact on pathfinding throughput since the pathfinding threads do not need to be stopped as often, and it reduces the overhead per graph update. All graph updates are still applied however, they are just batched together so that more of them are applied at the same time.\n\nDo not use this if you want minimal latency between a graph update being requested and it being applied.\n\nThis only applies to graph updates requested using the UpdateGraphs method. Not those requested using AddWorkItem.\n\n[more in online documentation]
40AstarPath.graphUpdateRoutineRunningastarpath.html#graphUpdateRoutineRunning
41AstarPath.graphUpdatesastarpath.html#graphUpdatesProcesses graph updates.
42AstarPath.graphUpdatesWorkItemAddedastarpath.html#graphUpdatesWorkItemAddedMakes sure QueueGraphUpdates will not queue multiple graph update orders.
43AstarPath.graphsastarpath.html#graphsShortcut to Pathfinding.AstarData.graphs.
44AstarPath.hasScannedGraphAtStartupastarpath.html#hasScannedGraphAtStartup
45AstarPath.heuristicastarpath.html#heuristicThe distance function to use as a heuristic. \n\nThe heuristic, often referred to as just 'H' is the estimated cost from a node to the target. Different heuristics affect how the path picks which one to follow from multiple possible with the same length \n\n[more in online documentation]
46AstarPath.heuristicScaleastarpath.html#heuristicScaleThe scale of the heuristic. \n\nIf a value lower than 1 is used, the pathfinder will search more nodes (slower). If 0 is used, the pathfinding algorithm will be reduced to dijkstra's algorithm. This is equivalent to setting heuristic to None. If a value larger than 1 is used the pathfinding will (usually) be faster because it expands fewer nodes, but the paths may no longer be the optimal (i.e the shortest possible paths).\n\nUsually you should leave this to the default value of 1.\n\n[more in online documentation]
47AstarPath.hierarchicalGraphastarpath.html#hierarchicalGraphHolds a hierarchical graph to speed up some queries like if there is a path between two nodes.
48AstarPath.inGameDebugPathastarpath.html#inGameDebugPathDebug string from the last completed path. \n\nWill be updated if logPathResults == PathLog.InGame
49AstarPath.isScanningastarpath.html#isScanningTrue while any graphs are being scanned. \n\nThis is primarily relevant when scanning graph asynchronously.\n\n[more in online documentation]
50AstarPath.isScanningBackingastarpath.html#isScanningBackingBacking field for isScanning. \n\nCannot use an auto-property because they cannot be marked with System.NonSerialized.
51AstarPath.lastGraphUpdateastarpath.html#lastGraphUpdateTime the last graph update was done. \n\nUsed to group together frequent graph updates to batches
52AstarPath.lastScanTimeastarpath.html#lastScanTimeThe time it took for the last call to Scan() to complete. \n\nUsed to prevent automatically rescanning the graphs too often (editor only)
53AstarPath.logPathResultsastarpath.html#logPathResultsThe amount of debugging messages. \n\nUse less debugging to improve performance (a bit) or just to get rid of the Console spamming. Use more debugging (heavy) if you want more information about what the pathfinding scripts are doing. The InGame option will display the latest path log using in-game GUI.\n\n <b>[image in online documentation]</b>
54AstarPath.manualDebugFloorRoofastarpath.html#manualDebugFloorRoofIf set, the debugFloor and debugRoof values will not be automatically recalculated. \n\n[more in online documentation]
55AstarPath.maxFrameTimeastarpath.html#maxFrameTimeMax number of milliseconds to spend each frame for pathfinding. \n\nAt least 500 nodes will be searched each frame (if there are that many to search). When using multithreading this value is irrelevant.
56AstarPath.maxNearestNodeDistanceastarpath.html#maxNearestNodeDistanceMaximum distance to search for nodes. \n\nWhen searching for the nearest node to a point, this is the limit (in world units) for how far away it is allowed to be.\n\nThis is relevant if you try to request a path to a point that cannot be reached and it thus has to search for the closest node to that point which can be reached (which might be far away). If it cannot find a node within this distance then the path will fail.\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
57AstarPath.maxNearestNodeDistanceSqrastarpath.html#maxNearestNodeDistanceSqrMax Nearest Node Distance Squared. \n\n[more in online documentation]
58AstarPath.navmeshUpdatesastarpath.html#navmeshUpdatesHandles navmesh cuts. \n\n[more in online documentation]
59AstarPath.nextFreePathIDastarpath.html#nextFreePathIDThe next unused Path ID. \n\nIncremented for every call to GetNextPathID
60AstarPath.nodeStorageastarpath.html#nodeStorageHolds global node data that cannot be stored in individual graphs.
61AstarPath.offMeshLinksastarpath.html#offMeshLinksHolds all active off-mesh links.
62AstarPath.pathProcessorastarpath.html#pathProcessorHolds all paths waiting to be calculated and calculates them.
63AstarPath.pathReturnQueueastarpath.html#pathReturnQueueHolds all completed paths waiting to be returned to where they were requested.
64AstarPath.prioritizeGraphsastarpath.html#prioritizeGraphsPrioritize graphs. \n\nGraphs will be prioritized based on their order in the inspector. The first graph which has a node closer than prioritizeGraphsLimit will be chosen instead of searching all graphs.\n\n[more in online documentation]
65AstarPath.prioritizeGraphsLimitastarpath.html#prioritizeGraphsLimitDistance limit for prioritizeGraphs. \n\n[more in online documentation]
66AstarPath.redrawScopeastarpath.html#redrawScope
67AstarPath.scanOnStartupastarpath.html#scanOnStartupIf true, all graphs will be scanned during Awake. \n\nIf you disable this, you will have to call AstarPath.active.Scan() yourself to enable pathfinding. Alternatively you could load a saved graph from a file.\n\nIf a startup cache has been generated (see Saving and Loading Graphs), it always takes priority to load that instead of scanning the graphs.\n\nThis can be useful to enable if you want to scan your graphs asynchronously, or if you have a procedural world which has not been created yet at the start of the game.\n\n[more in online documentation]
68AstarPath.showGraphsastarpath.html#showGraphsShows or hides graph inspectors. \n\nUsed internally by the editor
69AstarPath.showNavGraphsastarpath.html#showNavGraphsVisualize graphs in the scene view (editor only). \n\n <b>[image in online documentation]</b>
70AstarPath.showSearchTreeastarpath.html#showSearchTreeIf enabled, nodes will draw a line to their 'parent'. \n\nThis will show the search tree for the latest path.\n\n[more in online documentation]
71AstarPath.showUnwalkableNodesastarpath.html#showUnwalkableNodesToggle to show unwalkable nodes. \n\n[more in online documentation]
72AstarPath.tagNamesastarpath.html#tagNamesStored tag names. \n\n[more in online documentation]
73AstarPath.unwalkableNodeDebugSizeastarpath.html#unwalkableNodeDebugSizeSize of the red cubes shown in place of unwalkable nodes. \n\n[more in online documentation]
74AstarPath.waitForPathDepthastarpath.html#waitForPathDepth
75AstarPath.workItemLockastarpath.html#workItemLockHeld if any work items are currently queued.
76AstarPath.workItemsastarpath.html#workItemsProcesses work items.
77BlockableChannel.cs.PopState<undefined>
78FollowerControlSystem.cs.GCHandle<undefined>
79GridGraph.cs.Math<undefined>
80GridNode.cs.PREALLOCATE_NODES<undefined>
81GridNodeBase.cs.PREALLOCATE_NODES<undefined>
82JobRepairPath.cs.GCHandle<undefined>
83LevelGridNode.cs.ASTAR_LEVELGRIDNODE_FEW_LAYERS<undefined>
84Pathfinding.ABPath.NNConstraintNoneabpath.html#NNConstraintNoneCached NNConstraint.None to reduce allocations.
85Pathfinding.ABPath.calculatePartialabpath.html#calculatePartialCalculate partial path if the target node cannot be reached. \n\nIf the target node cannot be reached, the node which was closest (given by heuristic) will be chosen as target node and a partial path will be returned. This only works if a heuristic is used (which is the default). If a partial path is found, CompleteState is set to Partial. \n\n[more in online documentation]\nThe endNode and endPoint will be modified and be set to the node which ends up being closest to the target.\n\n[more in online documentation]
86Pathfinding.ABPath.costabpath.html#costTotal cost of this path as used by the pathfinding algorithm. \n\nThe cost is influenced by both the length of the path, as well as any tags or penalties on the nodes. By default, the cost to move 1 world unit is Int3.Precision.\n\nIf the path failed, the cost will be set to zero.\n\n[more in online documentation]
87Pathfinding.ABPath.endNodeabpath.html#endNodeEnd node of the path.
88Pathfinding.ABPath.endPointabpath.html#endPointEnd point of the path. \n\nThis is the closest point on the endNode to originalEndPoint
89Pathfinding.ABPath.endPointKnownBeforeCalculationabpath.html#endPointKnownBeforeCalculationTrue if this path type has a well defined end point, even before calculation starts. \n\nThis is for example true for the ABPath type, but false for the RandomPath type.
90Pathfinding.ABPath.endingConditionabpath.html#endingConditionOptional ending condition for the path. \n\nThe ending condition determines when the path has been completed. Can be used to for example mark a path as complete when it is within a specific distance from the target.\n\nIf ending conditions are used that are not centered around the endpoint of the path, then you should also set the heuristic to None to ensure the path is still optimal. The performance impact of setting the heuristic to None is quite large, so you might want to try to run it with the default heuristic to see if the path is good enough for your use case anyway.\n\nIf null, no custom ending condition will be used. This means that the path will end when the target node has been reached.\n\n[more in online documentation]
91Pathfinding.ABPath.hasEndPointabpath.html#hasEndPointDetermines if a search for an end node should be done. \n\nSet by different path types. \n\n[more in online documentation]
92Pathfinding.ABPath.originalEndPointabpath.html#originalEndPointEnd Point exactly as in the path request.
93Pathfinding.ABPath.originalStartPointabpath.html#originalStartPointStart Point exactly as in the path request.
94Pathfinding.ABPath.partialBestTargetGScoreabpath.html#partialBestTargetGScore
95Pathfinding.ABPath.partialBestTargetHScoreabpath.html#partialBestTargetHScore
96Pathfinding.ABPath.partialBestTargetPathNodeIndexabpath.html#partialBestTargetPathNodeIndexCurrent best target for the partial path. \n\nThis is the node with the lowest H score.
97Pathfinding.ABPath.startNodeabpath.html#startNodeStart node of the path.
98Pathfinding.ABPath.startPointabpath.html#startPointStart point of the path. \n\nThis is the closest point on the startNode to originalStartPoint
99Pathfinding.ABPathEndingCondition.abPathabpathendingcondition.html#abPathPath which this ending condition is used on. \n\nSame as path but downcasted to ABPath
100Pathfinding.AIBase.ShapeGizmoColoraibase.html#ShapeGizmoColor
101Pathfinding.AIBase.accumulatedMovementDeltaaibase.html#accumulatedMovementDeltaAccumulated movement deltas from the Move method.
102Pathfinding.AIBase.canMoveaibase.html#canMoveEnables or disables movement completely. \n\nIf you want the agent to stand still, but still react to local avoidance and use gravity: use isStopped instead.\n\nThis is also useful if you want to have full control over when the movement calculations run. Take a look at MovementUpdate\n\n[more in online documentation]
103Pathfinding.AIBase.canSearchaibase.html#canSearchEnables or disables recalculating the path at regular intervals. \n\nSetting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.\n\nNote that this only disables automatic path recalculations. If you call the SearchPath() method a path will still be calculated.\n\n[more in online documentation]
104Pathfinding.AIBase.canSearchCompabilityaibase.html#canSearchCompability
105Pathfinding.AIBase.centerOffsetaibase.html#centerOffsetOffset along the Y coordinate for the ground raycast start position. \n\nNormally the pivot of the character is at the character's feet, but you usually want to fire the raycast from the character's center, so this value should be half of the character's height.\n\nA green gizmo line will be drawn upwards from the pivot point of the character to indicate where the raycast will start.\n\n[more in online documentation]
106Pathfinding.AIBase.centerOffsetCompatibilityaibase.html#centerOffsetCompatibility
107Pathfinding.AIBase.controlleraibase.html#controllerCached CharacterController component.
108Pathfinding.AIBase.desiredVelocityaibase.html#desiredVelocityVelocity that this agent wants to move with. \n\nIncludes gravity and local avoidance if applicable. In world units per second.\n\n[more in online documentation]
109Pathfinding.AIBase.desiredVelocityWithoutLocalAvoidanceaibase.html#desiredVelocityWithoutLocalAvoidanceVelocity that this agent wants to move with before taking local avoidance into account. \n\nIncludes gravity. In world units per second.\n\nSetting this property will set the current velocity that the agent is trying to move with, including gravity. This can be useful if you want to make the agent come to a complete stop in a single frame or if you want to modify the velocity in some way.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]\n\n\nIf you are not using local avoidance then this property will in almost all cases be identical to desiredVelocity plus some noise due to floating point math.\n\n[more in online documentation]
110Pathfinding.AIBase.destinationaibase.html#destinationPosition in the world that this agent should move to. \n\nIf no destination has been set yet, then (+infinity, +infinity, +infinity) will be returned.\n\nNote that setting this property does not immediately cause the agent to recalculate its path. So it may take some time before the agent starts to move towards this point. Most movement scripts have a <b>repathRate</b> field which indicates how often the agent looks for a new path. You can also call the SearchPath method to immediately start to search for a new path. Paths are calculated asynchronously so when an agent starts to search for path it may take a few frames (usually 1 or 2) until the result is available. During this time the pathPending property will return true.\n\nIf you are setting a destination and then want to know when the agent has reached that destination then you could either use reachedDestination (recommended) or check both pathPending and reachedEndOfPath. Check the documentation for the respective fields to learn about their differences.\n\n<b>[code in online documentation]</b><b>[code in online documentation]</b>
111Pathfinding.AIBase.destinationBackingFieldaibase.html#destinationBackingFieldBacking field for destination.
112Pathfinding.AIBase.enableRotationaibase.html#enableRotationIf true, the AI will rotate to face the movement direction. \n\n[more in online documentation]
113Pathfinding.AIBase.endOfPathaibase.html#endOfPathEnd point of path the agent is currently following. \n\nIf the agent has no path (or it might not be calculated yet), this will return the destination instead. If the agent has no destination it will return the agent's current position.\n\nThe end of the path is usually identical or very close to the destination, but it may differ if the path for example was blocked by a wall so that the agent couldn't get any closer.\n\nThis is only updated when the path is recalculated.
114Pathfinding.AIBase.endReachedDistanceaibase.html#endReachedDistanceDistance to the end point to consider the end of path to be reached. \n\nWhen the end of the path is within this distance then IAstarAI.reachedEndOfPath will return true. When the destination is within this distance then IAstarAI.reachedDestination will return true.\n\nNote that the destination may not be reached just because the end of the path was reached. The destination may not be reachable at all.\n\n[more in online documentation]
115Pathfinding.AIBase.gravityaibase.html#gravityGravity to use. \n\nIf set to (NaN,NaN,NaN) then Physics.Gravity (configured in the Unity project settings) will be used. If set to (0,0,0) then no gravity will be used and no raycast to check for ground penetration will be performed.
116Pathfinding.AIBase.groundMaskaibase.html#groundMaskLayer mask to use for ground placement. \n\nMake sure this does not include the layer of any colliders attached to this gameobject.\n\n[more in online documentation]
117Pathfinding.AIBase.heightaibase.html#heightHeight of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nThis value is currently only used if an RVOController is attached to the same GameObject, otherwise it is only used for drawing nice gizmos in the scene view. However since the height value is used for some things, the radius field is always visible for consistency and easier visualization of the character. That said, it may be used for something in a future release.\n\n[more in online documentation]
118Pathfinding.AIBase.isStoppedaibase.html#isStoppedGets or sets if the agent should stop moving. \n\nIf this is set to true the agent will immediately start to slow down as quickly as it can to come to a full stop. The agent will still react to local avoidance and gravity (if applicable), but it will not try to move in any particular direction.\n\nThe current path of the agent will not be cleared, so when this is set to false again the agent will continue moving along the previous path.\n\nThis is a purely user-controlled parameter, so for example it is not set automatically when the agent stops moving because it has reached the target. Use reachedEndOfPath for that.\n\nIf this property is set to true while the agent is traversing an off-mesh link (RichAI script only), then the agent will continue traversing the link and stop once it has completed it.\n\n[more in online documentation]\nThe steeringTarget property will continue to indicate the point which the agent would move towards if it would not be stopped.
119Pathfinding.AIBase.lastDeltaPositionaibase.html#lastDeltaPositionAmount which the character wants or tried to move with during the last frame.
120Pathfinding.AIBase.lastDeltaTimeaibase.html#lastDeltaTimeDelta time used for movement during the last frame.
121Pathfinding.AIBase.lastRaycastHitaibase.html#lastRaycastHitHit info from the last raycast done for ground placement. \n\nWill not update unless gravity is used (if no gravity is used, then raycasts are disabled).\n\n[more in online documentation]
122Pathfinding.AIBase.lastRepathaibase.html#lastRepathTime when the last path request was started.
123Pathfinding.AIBase.maxSpeedaibase.html#maxSpeedMax speed in world units per second.
124Pathfinding.AIBase.movementPlaneaibase.html#movementPlanePlane which this agent is moving in. \n\nThis is used to convert between world space and a movement plane to make it possible to use this script in both 2D games and 3D games.
125Pathfinding.AIBase.onPathCompleteaibase.html#onPathCompleteCached delegate for the OnPathComplete method. \n\nCaching this avoids allocating a new one every time a path is calculated, which reduces GC pressure.
126Pathfinding.AIBase.onSearchPathaibase.html#onSearchPathCalled when the agent recalculates its path. \n\nThis is called both for automatic path recalculations (see canSearch) and manual ones (see SearchPath).\n\n[more in online documentation]
127Pathfinding.AIBase.orientationaibase.html#orientationDetermines which direction the agent moves in. \n\nFor 3D games you most likely want the ZAxisIsForward option as that is the convention for 3D games. For 2D games you most likely want the YAxisIsForward option as that is the convention for 2D games.\n\nUsing the YAxisForward option will also allow the agent to assume that the movement will happen in the 2D (XY) plane instead of the XZ plane if it does not know. This is important only for the point graph which does not have a well defined up direction. The other built-in graphs (e.g the grid graph) will all tell the agent which movement plane it is supposed to use.\n\n <b>[image in online documentation]</b>
128Pathfinding.AIBase.positionaibase.html#positionPosition of the agent. \n\nIn world space. If updatePosition is true then this value is idential to transform.position. \n\n[more in online documentation]
129Pathfinding.AIBase.prevPosition1aibase.html#prevPosition1Position of the character at the end of the last frame.
130Pathfinding.AIBase.prevPosition2aibase.html#prevPosition2Position of the character at the end of the frame before the last frame.
131Pathfinding.AIBase.radiusaibase.html#radiusRadius of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nNote that this does not affect pathfinding in any way. The graph used completely determines where the agent can move.\n\n[more in online documentation]
132Pathfinding.AIBase.reachedDestinationaibase.html#reachedDestinationTrue if the ai has reached the destination. \n\nThis is a best effort calculation to see if the destination has been reached. For the AIPath/RichAI scripts, this is when the character is within AIPath.endReachedDistance world units from the destination. For the AILerp script it is when the character is at the destination (±a very small margin).\n\nThis value will be updated immediately when the destination is changed (in contrast to reachedEndOfPath), however since path requests are asynchronous it will use an approximation until it sees the real path result. What this property does is to check the distance to the end of the current path, and add to that the distance from the end of the path to the destination (i.e. is assumes it is possible to move in a straight line between the end of the current path to the destination) and then checks if that total distance is less than AIPath.endReachedDistance. This property is therefore only a best effort, but it will work well for almost all use cases.\n\nFurthermore it will not report that the destination is reached if the destination is above the head of the character or more than half the height of the character below its feet (so if you have a multilevel building, it is important that you configure the height of the character correctly).\n\nThe cases which could be problematic are if an agent is standing next to a very thin wall and the destination suddenly changes to the other side of that thin wall. During the time that it takes for the path to be calculated the agent may see itself as alredy having reached the destination because the destination only moved a very small distance (the wall was thin), even though it may actually be quite a long way around the wall to the other side.\n\nIn contrast to reachedEndOfPath, this property is immediately updated when the destination is changed.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
133Pathfinding.AIBase.repathRateaibase.html#repathRateDetermines how often the agent will search for new paths (in seconds). \n\nThe agent will plan a new path to the target every N seconds.\n\nIf you have fast moving targets or AIs, you might want to set it to a lower value.\n\n[more in online documentation]\n\n\n\n[more in online documentation]
134Pathfinding.AIBase.repathRateCompatibilityaibase.html#repathRateCompatibility
135Pathfinding.AIBase.rigidaibase.html#rigidCached Rigidbody component.
136Pathfinding.AIBase.rigid2Daibase.html#rigid2DCached Rigidbody component.
137Pathfinding.AIBase.rotationaibase.html#rotationRotation of the agent. \n\nIf updateRotation is true then this value is identical to transform.rotation.
138Pathfinding.AIBase.rotationIn2Daibase.html#rotationIn2DIf true, the forward axis of the character will be along the Y axis instead of the Z axis. \n\n[more in online documentation]
139Pathfinding.AIBase.rvoControlleraibase.html#rvoControllerCached RVOController component.
140Pathfinding.AIBase.rvoDensityBehavioraibase.html#rvoDensityBehaviorControls if the agent slows down to a stop if the area around the destination is crowded. \n\nUsing this module requires that local avoidance is used: i.e. that an RVOController is attached to the GameObject.\n\n[more in online documentation]\n [more in online documentation]
141Pathfinding.AIBase.seekeraibase.html#seekerCached Seeker component.
142Pathfinding.AIBase.shouldRecalculatePathaibase.html#shouldRecalculatePathTrue if the path should be automatically recalculated as soon as possible.
143Pathfinding.AIBase.simulatedPositionaibase.html#simulatedPositionPosition of the agent. \n\nIf updatePosition is true then this value will be synchronized every frame with Transform.position.
144Pathfinding.AIBase.simulatedRotationaibase.html#simulatedRotationRotation of the agent. \n\nIf updateRotation is true then this value will be synchronized every frame with Transform.rotation.
145Pathfinding.AIBase.startHasRunaibase.html#startHasRunTrue if the Start method has been executed. \n\nUsed to test if coroutines should be started in OnEnable to prevent calculating paths in the awake stage (or rather before start on frame 0).
146Pathfinding.AIBase.targetaibase.html#targetTarget to move towards. \n\nThe AI will try to follow/move towards this target. It can be a point on the ground where the player has clicked in an RTS for example, or it can be the player object in a zombie game.\n\n[more in online documentation]
147Pathfinding.AIBase.targetCompatibilityaibase.html#targetCompatibility
148Pathfinding.AIBase.traibase.html#trCached Transform component.
149Pathfinding.AIBase.updatePositionaibase.html#updatePositionDetermines if the character's position should be coupled to the Transform's position. \n\nIf false then all movement calculations will happen as usual, but the object that this component is attached to will not move instead only the position property will change.\n\nThis is useful if you want to control the movement of the character using some other means such as for example root motion but still want the AI to move freely. \n\n[more in online documentation]
150Pathfinding.AIBase.updateRotationaibase.html#updateRotationDetermines if the character's rotation should be coupled to the Transform's rotation. \n\nIf false then all movement calculations will happen as usual, but the object that this component is attached to will not rotate instead only the rotation property will change.\n\n[more in online documentation]
151Pathfinding.AIBase.usingGravityaibase.html#usingGravityIndicates if gravity is used during this frame.
152Pathfinding.AIBase.velocityaibase.html#velocityActual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation]
153Pathfinding.AIBase.velocity2Daibase.html#velocity2DCurrent desired velocity of the agent (does not include local avoidance and physics). \n\nLies in the movement plane.
154Pathfinding.AIBase.verticalVelocityaibase.html#verticalVelocityVelocity due to gravity. \n\nPerpendicular to the movement plane.\n\nWhen the agent is grounded this may not accurately reflect the velocity of the agent. It may be non-zero even though the agent is not moving.
155Pathfinding.AIBase.waitingForPathCalculationaibase.html#waitingForPathCalculationOnly when the previous path has been calculated should the script consider searching for a new path.
156Pathfinding.AIBase.whenCloseToDestinationaibase.html#whenCloseToDestinationWhat to do when within endReachedDistance units from the destination. \n\nThe character can either stop immediately when it comes within that distance, which is useful for e.g archers or other ranged units that want to fire on a target. Or the character can continue to try to reach the exact destination point and come to a full stop there. This is useful if you want the character to reach the exact point that you specified.\n\n[more in online documentation]
157Pathfinding.AIDestinationSetter.aiaidestinationsetter.html#ai
158Pathfinding.AIDestinationSetter.entityaidestinationsetter.html#entity
159Pathfinding.AIDestinationSetter.targetaidestinationsetter.html#targetThe object that the AI should move to.
160Pathfinding.AIDestinationSetter.useRotationaidestinationsetter.html#useRotationIf true, the agent will try to align itself with the rotation of the target. \n\nThis can only be used together with the FollowerEntity movement script. Other movement scripts will ignore it.\n\n <b>[video in online documentation]</b>\n\n[more in online documentation]
161Pathfinding.AIDestinationSetter.worldaidestinationsetter.html#world
162Pathfinding.AILerp.canMoveailerp.html#canMoveEnables or disables movement completely. \n\nIf you want the agent to stand still, but still react to local avoidance and use gravity: use isStopped instead.\n\nThis is also useful if you want to have full control over when the movement calculations run. Take a look at MovementUpdate\n\n[more in online documentation]
163Pathfinding.AILerp.canSearchailerp.html#canSearchEnables or disables recalculating the path at regular intervals. \n\nSetting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.\n\nNote that this only disables automatic path recalculations. If you call the SearchPath() method a path will still be calculated.\n\n[more in online documentation]
164Pathfinding.AILerp.canSearchAgainailerp.html#canSearchAgainOnly when the previous path has been returned should a search for a new path be done.
165Pathfinding.AILerp.canSearchCompabilityailerp.html#canSearchCompability
166Pathfinding.AILerp.desiredVelocityailerp.html#desiredVelocity
167Pathfinding.AILerp.desiredVelocityWithoutLocalAvoidanceailerp.html#desiredVelocityWithoutLocalAvoidance
168Pathfinding.AILerp.destinationailerp.html#destination
169Pathfinding.AILerp.enableRotationailerp.html#enableRotationIf true, the AI will rotate to face the movement direction. \n\n[more in online documentation]
170Pathfinding.AILerp.endOfPathailerp.html#endOfPathEnd point of path the agent is currently following. \n\nIf the agent has no path (or it might not be calculated yet), this will return the destination instead. If the agent has no destination it will return the agent's current position.\n\nThe end of the path is usually identical or very close to the destination, but it may differ if the path for example was blocked by a wall so that the agent couldn't get any closer.\n\nThis is only updated when the path is recalculated.
171Pathfinding.AILerp.hasPathailerp.html#hasPathTrue if this agent currently has a path that it follows.
172Pathfinding.AILerp.heightailerp.html#heightHeight of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nThis value is currently only used if an RVOController is attached to the same GameObject, otherwise it is only used for drawing nice gizmos in the scene view. However since the height value is used for some things, the radius field is always visible for consistency and easier visualization of the character. That said, it may be used for something in a future release.\n\n[more in online documentation]
173Pathfinding.AILerp.interpolatePathSwitchesailerp.html#interpolatePathSwitchesIf true, some interpolation will be done when a new path has been calculated. \n\nThis is used to avoid short distance teleportation. \n\n[more in online documentation]
174Pathfinding.AILerp.interpolatorailerp.html#interpolator
175Pathfinding.AILerp.interpolatorPathailerp.html#interpolatorPath
176Pathfinding.AILerp.isStoppedailerp.html#isStoppedGets or sets if the agent should stop moving. \n\nIf this is set to true the agent will immediately start to slow down as quickly as it can to come to a full stop. The agent will still react to local avoidance and gravity (if applicable), but it will not try to move in any particular direction.\n\nThe current path of the agent will not be cleared, so when this is set to false again the agent will continue moving along the previous path.\n\nThis is a purely user-controlled parameter, so for example it is not set automatically when the agent stops moving because it has reached the target. Use reachedEndOfPath for that.\n\nIf this property is set to true while the agent is traversing an off-mesh link (RichAI script only), then the agent will continue traversing the link and stop once it has completed it.\n\n[more in online documentation]\nThe steeringTarget property will continue to indicate the point which the agent would move towards if it would not be stopped.
177Pathfinding.AILerp.maxSpeedailerp.html#maxSpeedMax speed in world units per second.
178Pathfinding.AILerp.movementPlaneailerp.html#movementPlaneThe plane the agent is moving in. \n\nThis is typically the ground plane, which will be the XZ plane in a 3D game, and the XY plane in a 2D game. Ultimately it depends on the graph orientation.\n\nIf you are doing pathfinding on a spherical world (see Spherical Worlds), the the movement plane will be the tangent plane of the sphere at the agent's position.
179Pathfinding.AILerp.onPathCompleteailerp.html#onPathCompleteCached delegate for the OnPathComplete method. \n\nCaching this avoids allocating a new one every time a path is calculated, which reduces GC pressure.
180Pathfinding.AILerp.onSearchPathailerp.html#onSearchPathCalled when the agent recalculates its path. \n\nThis is called both for automatic path recalculations (see canSearch) and manual ones (see SearchPath).\n\n[more in online documentation]
181Pathfinding.AILerp.orientationailerp.html#orientationDetermines which direction the agent moves in. \n\nFor 3D games you most likely want the ZAxisIsForward option as that is the convention for 3D games. For 2D games you most likely want the YAxisIsForward option as that is the convention for 2D games.\n\nUsing the YAxisForward option will also allow the agent to assume that the movement will happen in the 2D (XY) plane instead of the XZ plane if it does not know. This is important only for the point graph which does not have a well defined up direction. The other built-in graphs (e.g the grid graph) will all tell the agent which movement plane it is supposed to use.\n\n <b>[image in online documentation]</b>
182Pathfinding.AILerp.pathailerp.html#pathCurrent path which is followed.
183Pathfinding.AILerp.pathPendingailerp.html#pathPendingTrue if a path is currently being calculated.
184Pathfinding.AILerp.pathSwitchInterpolationTimeailerp.html#pathSwitchInterpolationTimeTime since the path was replaced by a new path. \n\n[more in online documentation]
185Pathfinding.AILerp.positionailerp.html#positionPosition of the agent. \n\nIn world space. \n\n[more in online documentation]\nIf you want to move the agent you may use Teleport or Move.
186Pathfinding.AILerp.previousMovementDirectionailerp.html#previousMovementDirection
187Pathfinding.AILerp.previousMovementOriginailerp.html#previousMovementOriginWhen a new path was returned, the AI was moving along this ray. \n\nUsed to smoothly interpolate between the previous movement and the movement along the new path. The speed is equal to movement direction.
188Pathfinding.AILerp.previousPosition1ailerp.html#previousPosition1
189Pathfinding.AILerp.previousPosition2ailerp.html#previousPosition2
190Pathfinding.AILerp.radiusailerp.html#radiusRadius of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nNote that this does not affect pathfinding in any way. The graph used completely determines where the agent can move.\n\n[more in online documentation]
191Pathfinding.AILerp.reachedDestinationailerp.html#reachedDestinationTrue if the ai has reached the destination. \n\nThis is a best effort calculation to see if the destination has been reached. For the AIPath/RichAI scripts, this is when the character is within AIPath.endReachedDistance world units from the destination. For the AILerp script it is when the character is at the destination (±a very small margin).\n\nThis value will be updated immediately when the destination is changed (in contrast to reachedEndOfPath), however since path requests are asynchronous it will use an approximation until it sees the real path result. What this property does is to check the distance to the end of the current path, and add to that the distance from the end of the path to the destination (i.e. is assumes it is possible to move in a straight line between the end of the current path to the destination) and then checks if that total distance is less than AIPath.endReachedDistance. This property is therefore only a best effort, but it will work well for almost all use cases.\n\nFurthermore it will not report that the destination is reached if the destination is above the head of the character or more than half the height of the character below its feet (so if you have a multilevel building, it is important that you configure the height of the character correctly).\n\nThe cases which could be problematic are if an agent is standing next to a very thin wall and the destination suddenly changes to the other side of that thin wall. During the time that it takes for the path to be calculated the agent may see itself as alredy having reached the destination because the destination only moved a very small distance (the wall was thin), even though it may actually be quite a long way around the wall to the other side.\n\nIn contrast to reachedEndOfPath, this property is immediately updated when the destination is changed.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
192Pathfinding.AILerp.reachedEndOfPathailerp.html#reachedEndOfPathTrue if the end of the current path has been reached.
193Pathfinding.AILerp.remainingDistanceailerp.html#remainingDistanceApproximate remaining distance along the current path to the end of the path. \n\nThe RichAI movement script approximates this distance since it is quite expensive to calculate the real distance. However it will be accurate when the agent is within 1 corner of the destination. You can use GetRemainingPath to calculate the actual remaining path more precisely.\n\nThe AIPath and AILerp scripts use a more accurate distance calculation at all times.\n\nIf the agent does not currently have a path, then positive infinity will be returned.\n\n[more in online documentation]\n\n\n\n[more in online documentation]
194Pathfinding.AILerp.repathRateailerp.html#repathRateDetermines how often it will search for new paths. \n\nIf you have fast moving targets or AIs, you might want to set it to a lower value. The value is in seconds between path requests.\n\n[more in online documentation]
195Pathfinding.AILerp.repathRateCompatibilityailerp.html#repathRateCompatibility
196Pathfinding.AILerp.rotationailerp.html#rotationRotation of the agent. \n\nIn world space. \n\n[more in online documentation]
197Pathfinding.AILerp.rotationIn2Dailerp.html#rotationIn2DIf true, the forward axis of the character will be along the Y axis instead of the Z axis. \n\n[more in online documentation]
198Pathfinding.AILerp.rotationSpeedailerp.html#rotationSpeedHow quickly to rotate.
199Pathfinding.AILerp.seekerailerp.html#seekerCached Seeker component.
200Pathfinding.AILerp.shouldRecalculatePathailerp.html#shouldRecalculatePathTrue if the path should be automatically recalculated as soon as possible.
201Pathfinding.AILerp.simulatedPositionailerp.html#simulatedPosition
202Pathfinding.AILerp.simulatedRotationailerp.html#simulatedRotation
203Pathfinding.AILerp.speedailerp.html#speedSpeed in world units.
204Pathfinding.AILerp.startHasRunailerp.html#startHasRunHolds if the Start function has been run. \n\nUsed to test if coroutines should be started in OnEnable to prevent calculating paths in the awake stage (or rather before start on frame 0).
205Pathfinding.AILerp.steeringTargetailerp.html#steeringTargetPoint on the path which the agent is currently moving towards. \n\nThis is usually a point a small distance ahead of the agent or the end of the path.\n\nIf the agent does not have a path at the moment, then the agent's current position will be returned.
206Pathfinding.AILerp.switchPathInterpolationSpeedailerp.html#switchPathInterpolationSpeedHow quickly to interpolate to the new path. \n\n[more in online documentation]
207Pathfinding.AILerp.targetailerp.html#targetTarget to move towards. \n\nThe AI will try to follow/move towards this target. It can be a point on the ground where the player has clicked in an RTS for example, or it can be the player object in a zombie game.\n\n[more in online documentation]
208Pathfinding.AILerp.targetCompatibilityailerp.html#targetCompatibilityRequired for serialization backward compatibility.
209Pathfinding.AILerp.trailerp.html#trCached Transform component.
210Pathfinding.AILerp.updatePositionailerp.html#updatePositionDetermines if the character's position should be coupled to the Transform's position. \n\nIf false then all movement calculations will happen as usual, but the object that this component is attached to will not move instead only the position property will change.\n\n[more in online documentation]
211Pathfinding.AILerp.updateRotationailerp.html#updateRotationDetermines if the character's rotation should be coupled to the Transform's rotation. \n\nIf false then all movement calculations will happen as usual, but the object that this component is attached to will not rotate instead only the rotation property will change.\n\n[more in online documentation]
212Pathfinding.AILerp.velocityailerp.html#velocityActual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation]
213Pathfinding.AIPath.GizmoColoraipath.html#GizmoColor
214Pathfinding.AIPath.alwaysDrawGizmosaipath.html#alwaysDrawGizmosDraws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified.
215Pathfinding.AIPath.cachedNNConstraintaipath.html#cachedNNConstraint
216Pathfinding.AIPath.canMoveaipath.html#canMoveEnables or disables movement completely. \n\nIf you want the agent to stand still, but still react to local avoidance and use gravity: use isStopped instead.\n\nThis is also useful if you want to have full control over when the movement calculations run. Take a look at MovementUpdate\n\n[more in online documentation]
217Pathfinding.AIPath.canSearchaipath.html#canSearchEnables or disables recalculating the path at regular intervals. \n\nSetting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.\n\nNote that this only disables automatic path recalculations. If you call the SearchPath() method a path will still be calculated.\n\n[more in online documentation]
218Pathfinding.AIPath.constrainInsideGraphaipath.html#constrainInsideGraphEnsure that the character is always on the traversable surface of the navmesh. \n\nWhen this option is enabled a GetNearest query will be done every frame to find the closest node that the agent can walk on and if the agent is not inside that node, then the agent will be moved to it.\n\nThis is especially useful together with local avoidance in order to avoid agents pushing each other into walls. \n\n[more in online documentation]\nThis option also integrates with local avoidance so that if the agent is say forced into a wall by other agents the local avoidance system will be informed about that wall and can take that into account.\n\nEnabling this has some performance impact depending on the graph type (pretty fast for grid graphs, slightly slower for navmesh/recast graphs). If you are using a navmesh/recast graph you may want to switch to the RichAI movement script which is specifically written for navmesh/recast graphs and does this kind of clamping out of the box. In many cases it can also follow the path more smoothly around sharp bends in the path.\n\nIt is not recommended that you use this option together with the funnel modifier on grid graphs because the funnel modifier will make the path go very close to the border of the graph and this script has a tendency to try to cut corners a bit. This may cause it to try to go slightly outside the traversable surface near corners and that will look bad if this option is enabled.\n\n[more in online documentation]\nBelow you can see an image where several agents using local avoidance were ordered to go to the same point in a corner. When not constraining the agents to the graph they are easily pushed inside obstacles. <b>[image in online documentation]</b>
219Pathfinding.AIPath.endOfPathaipath.html#endOfPathEnd point of path the agent is currently following. \n\nIf the agent has no path (or it might not be calculated yet), this will return the destination instead. If the agent has no destination it will return the agent's current position.\n\nThe end of the path is usually identical or very close to the destination, but it may differ if the path for example was blocked by a wall so that the agent couldn't get any closer.\n\nThis is only updated when the path is recalculated.
220Pathfinding.AIPath.gizmoHashaipath.html#gizmoHash
221Pathfinding.AIPath.hasPathaipath.html#hasPathTrue if this agent currently has a path that it follows.
222Pathfinding.AIPath.heightaipath.html#heightHeight of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nThis value is currently only used if an RVOController is attached to the same GameObject, otherwise it is only used for drawing nice gizmos in the scene view. However since the height value is used for some things, the radius field is always visible for consistency and easier visualization of the character. That said, it may be used for something in a future release.\n\n[more in online documentation]
223Pathfinding.AIPath.interpolatoraipath.html#interpolatorRepresents the current steering target for the agent.
224Pathfinding.AIPath.interpolatorPathaipath.html#interpolatorPathHelper which calculates points along the current path.
225Pathfinding.AIPath.lastChangedTimeaipath.html#lastChangedTime
226Pathfinding.AIPath.maxAccelerationaipath.html#maxAccelerationHow quickly the agent accelerates. \n\nPositive values represent an acceleration in world units per second squared. Negative values are interpreted as an inverse time of how long it should take for the agent to reach its max speed. For example if it should take roughly 0.4 seconds for the agent to reach its max speed then this field should be set to -1/0.4 = -2.5. For a negative value the final acceleration will be: -acceleration*maxSpeed. This behaviour exists mostly for compatibility reasons.\n\nIn the Unity inspector there are two modes: Default and Custom. In the Default mode this field is set to -2.5 which means that it takes about 0.4 seconds for the agent to reach its top speed. In the Custom mode you can set the acceleration to any positive value.
227Pathfinding.AIPath.maxSpeedaipath.html#maxSpeedMax speed in world units per second.
228Pathfinding.AIPath.movementPlaneaipath.html#movementPlaneThe plane the agent is moving in. \n\nThis is typically the ground plane, which will be the XZ plane in a 3D game, and the XY plane in a 2D game. Ultimately it depends on the graph orientation.\n\nIf you are doing pathfinding on a spherical world (see Spherical Worlds), the the movement plane will be the tangent plane of the sphere at the agent's position.
229Pathfinding.AIPath.pathaipath.html#pathCurrent path which is followed.
230Pathfinding.AIPath.pathPendingaipath.html#pathPendingTrue if a path is currently being calculated.
231Pathfinding.AIPath.pickNextWaypointDistaipath.html#pickNextWaypointDistHow far the AI looks ahead along the path to determine the point it moves to. \n\nIn world units. If you enable the alwaysDrawGizmos toggle this value will be visualized in the scene view as a blue circle around the agent. <b>[image in online documentation]</b>\n\nHere are a few example videos showing some typical outcomes with good values as well as how it looks when this value is too low and too high. [more in online documentation]
232Pathfinding.AIPath.preventMovingBackwardsaipath.html#preventMovingBackwardsPrevent the velocity from being too far away from the forward direction of the character. \n\nIf the character is ordered to move in the opposite direction from where it is facing then enabling this will cause it to make a small loop instead of turning on the spot.\n\nThis setting only has an effect if slowWhenNotFacingTarget is enabled.
233Pathfinding.AIPath.radiusaipath.html#radiusRadius of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nNote that this does not affect pathfinding in any way. The graph used completely determines where the agent can move.\n\n[more in online documentation]
234Pathfinding.AIPath.reachedDestinationaipath.html#reachedDestinationTrue if the ai has reached the destination. \n\nThis is a best effort calculation to see if the destination has been reached. For the AIPath/RichAI scripts, this is when the character is within AIPath.endReachedDistance world units from the destination. For the AILerp script it is when the character is at the destination (±a very small margin).\n\nThis value will be updated immediately when the destination is changed (in contrast to reachedEndOfPath), however since path requests are asynchronous it will use an approximation until it sees the real path result. What this property does is to check the distance to the end of the current path, and add to that the distance from the end of the path to the destination (i.e. is assumes it is possible to move in a straight line between the end of the current path to the destination) and then checks if that total distance is less than AIPath.endReachedDistance. This property is therefore only a best effort, but it will work well for almost all use cases.\n\nFurthermore it will not report that the destination is reached if the destination is above the head of the character or more than half the height of the character below its feet (so if you have a multilevel building, it is important that you configure the height of the character correctly).\n\nThe cases which could be problematic are if an agent is standing next to a very thin wall and the destination suddenly changes to the other side of that thin wall. During the time that it takes for the path to be calculated the agent may see itself as alredy having reached the destination because the destination only moved a very small distance (the wall was thin), even though it may actually be quite a long way around the wall to the other side.\n\nIn contrast to reachedEndOfPath, this property is immediately updated when the destination is changed.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
235Pathfinding.AIPath.reachedEndOfPathaipath.html#reachedEndOfPathTrue if the agent has reached the end of the current path. \n\nNote that setting the destination does not immediately update the path, nor is there any guarantee that the AI will actually be able to reach the destination that you set. The AI will try to get as close as possible. Often you want to use reachedDestination instead which is easier to work with.\n\nIt is very hard to provide a method for detecting if the AI has reached the destination that works across all different games because the destination may not even lie on the navmesh and how that is handled differs from game to game (see also the code snippet in the docs for destination).\n\n[more in online documentation]
236Pathfinding.AIPath.remainingDistanceaipath.html#remainingDistanceApproximate remaining distance along the current path to the end of the path. \n\nThe RichAI movement script approximates this distance since it is quite expensive to calculate the real distance. However it will be accurate when the agent is within 1 corner of the destination. You can use GetRemainingPath to calculate the actual remaining path more precisely.\n\nThe AIPath and AILerp scripts use a more accurate distance calculation at all times.\n\nIf the agent does not currently have a path, then positive infinity will be returned.\n\n[more in online documentation]\n\n\n\n[more in online documentation]
237Pathfinding.AIPath.rotationFilterStateaipath.html#rotationFilterState
238Pathfinding.AIPath.rotationFilterState2aipath.html#rotationFilterState2
239Pathfinding.AIPath.rotationSpeedaipath.html#rotationSpeedRotation speed in degrees per second. \n\nRotation is calculated using Quaternion.RotateTowards. This variable represents the rotation speed in degrees per second. The higher it is, the faster the character will be able to rotate.
240Pathfinding.AIPath.slowWhenNotFacingTargetaipath.html#slowWhenNotFacingTargetSlow down when not facing the target direction. \n\nIncurs at a small performance overhead.\n\nThis setting only has an effect if enableRotation is enabled.
241Pathfinding.AIPath.slowdownDistanceaipath.html#slowdownDistanceDistance from the end of the path where the AI will start to slow down.
242Pathfinding.AIPath.steeringTargetaipath.html#steeringTargetPoint on the path which the agent is currently moving towards. \n\nThis is usually a point a small distance ahead of the agent or the end of the path.\n\nIf the agent does not have a path at the moment, then the agent's current position will be returned.
243Pathfinding.AIPathAlignedToSurface.scratchDictionaryaipathalignedtosurface.html#scratchDictionaryScratch dictionary used to avoid allocations every frame.
244Pathfinding.AdvancedSmooth.ConstantTurn.circleCenterconstantturn.html#circleCenter
245Pathfinding.AdvancedSmooth.ConstantTurn.clockwiseconstantturn.html#clockwise
246Pathfinding.AdvancedSmooth.ConstantTurn.gamma1constantturn.html#gamma1
247Pathfinding.AdvancedSmooth.ConstantTurn.gamma2constantturn.html#gamma2
248Pathfinding.AdvancedSmooth.MaxTurn.alfaLeftLeftmaxturn.html#alfaLeftLeft
249Pathfinding.AdvancedSmooth.MaxTurn.alfaLeftRightmaxturn.html#alfaLeftRight
250Pathfinding.AdvancedSmooth.MaxTurn.alfaRightLeftmaxturn.html#alfaRightLeft
251Pathfinding.AdvancedSmooth.MaxTurn.alfaRightRightmaxturn.html#alfaRightRight
252Pathfinding.AdvancedSmooth.MaxTurn.betaLeftLeftmaxturn.html#betaLeftLeft
253Pathfinding.AdvancedSmooth.MaxTurn.betaLeftRightmaxturn.html#betaLeftRight
254Pathfinding.AdvancedSmooth.MaxTurn.betaRightLeftmaxturn.html#betaRightLeft
255Pathfinding.AdvancedSmooth.MaxTurn.betaRightRightmaxturn.html#betaRightRight
256Pathfinding.AdvancedSmooth.MaxTurn.deltaLeftRightmaxturn.html#deltaLeftRight
257Pathfinding.AdvancedSmooth.MaxTurn.deltaRightLeftmaxturn.html#deltaRightLeft
258Pathfinding.AdvancedSmooth.MaxTurn.gammaLeftmaxturn.html#gammaLeft
259Pathfinding.AdvancedSmooth.MaxTurn.gammaRightmaxturn.html#gammaRight
260Pathfinding.AdvancedSmooth.MaxTurn.leftCircleCentermaxturn.html#leftCircleCenter
261Pathfinding.AdvancedSmooth.MaxTurn.preLeftCircleCentermaxturn.html#preLeftCircleCenter
262Pathfinding.AdvancedSmooth.MaxTurn.preRightCircleCentermaxturn.html#preRightCircleCenter
263Pathfinding.AdvancedSmooth.MaxTurn.preVaLeftmaxturn.html#preVaLeft
264Pathfinding.AdvancedSmooth.MaxTurn.preVaRightmaxturn.html#preVaRight
265Pathfinding.AdvancedSmooth.MaxTurn.rightCircleCentermaxturn.html#rightCircleCenter
266Pathfinding.AdvancedSmooth.MaxTurn.vaLeftmaxturn.html#vaLeft
267Pathfinding.AdvancedSmooth.MaxTurn.vaRightmaxturn.html#vaRight
268Pathfinding.AdvancedSmooth.Orderadvancedsmooth.html#Order
269Pathfinding.AdvancedSmooth.Turn.constructorturn.html#constructor
270Pathfinding.AdvancedSmooth.Turn.idturn.html#id
271Pathfinding.AdvancedSmooth.Turn.lengthturn.html#length
272Pathfinding.AdvancedSmooth.Turn.scoreturn.html#score
273Pathfinding.AdvancedSmooth.TurnConstructor.ThreeSixtyRadiansturnconstructor.html#ThreeSixtyRadians
274Pathfinding.AdvancedSmooth.TurnConstructor.changedPreviousTangentturnconstructor.html#changedPreviousTangent
275Pathfinding.AdvancedSmooth.TurnConstructor.constantBiasturnconstructor.html#constantBiasConstant bias to add to the path lengths. \n\nThis can be used to favor certain turn types before others.\n\nBy for example setting this to -5, paths from this path constructor will be chosen if there are no other paths more than 5 world units shorter than this one (as opposed to just any shorter path)
276Pathfinding.AdvancedSmooth.TurnConstructor.currentturnconstructor.html#current
277Pathfinding.AdvancedSmooth.TurnConstructor.factorBiasturnconstructor.html#factorBiasBias to multiply the path lengths with. \n\nThis can be used to favor certain turn types before others. \n\n[more in online documentation]
278Pathfinding.AdvancedSmooth.TurnConstructor.nextturnconstructor.html#next
279Pathfinding.AdvancedSmooth.TurnConstructor.normalturnconstructor.html#normal
280Pathfinding.AdvancedSmooth.TurnConstructor.prevturnconstructor.html#prev
281Pathfinding.AdvancedSmooth.TurnConstructor.prevNormalturnconstructor.html#prevNormal
282Pathfinding.AdvancedSmooth.TurnConstructor.t1turnconstructor.html#t1
283Pathfinding.AdvancedSmooth.TurnConstructor.t2turnconstructor.html#t2
284Pathfinding.AdvancedSmooth.TurnConstructor.turningRadiusturnconstructor.html#turningRadius
285Pathfinding.AdvancedSmooth.turnConstruct1advancedsmooth.html#turnConstruct1
286Pathfinding.AdvancedSmooth.turnConstruct2advancedsmooth.html#turnConstruct2
287Pathfinding.AdvancedSmooth.turningRadiusadvancedsmooth.html#turningRadius
288Pathfinding.AlternativePath.Orderalternativepath.html#Order
289Pathfinding.AlternativePath.destroyedalternativepath.html#destroyed
290Pathfinding.AlternativePath.penaltyalternativepath.html#penaltyHow much penalty (weight) to apply to nodes.
291Pathfinding.AlternativePath.prevNodesalternativepath.html#prevNodesThe previous path.
292Pathfinding.AlternativePath.prevPenaltyalternativepath.html#prevPenaltyThe previous penalty used. \n\nStored just in case it changes during operation
293Pathfinding.AlternativePath.randomStepalternativepath.html#randomStepMax number of nodes to skip in a row.
294Pathfinding.AlternativePath.rndalternativepath.html#rndA random object.
295Pathfinding.AnimationLink.LinkClip.cliplinkclip.html#clip
296Pathfinding.AnimationLink.LinkClip.loopCountlinkclip.html#loopCount
297Pathfinding.AnimationLink.LinkClip.namelinkclip.html#name
298Pathfinding.AnimationLink.LinkClip.velocitylinkclip.html#velocity
299Pathfinding.AnimationLink.animSpeedanimationlink.html#animSpeed
300Pathfinding.AnimationLink.boneRootanimationlink.html#boneRoot
301Pathfinding.AnimationLink.clipanimationlink.html#clip
302Pathfinding.AnimationLink.referenceMeshanimationlink.html#referenceMesh
303Pathfinding.AnimationLink.reverseAnimanimationlink.html#reverseAnim
304Pathfinding.AnimationLink.sequenceanimationlink.html#sequence
305Pathfinding.AstarColor.AreaColorsastarcolor.html#AreaColors
306Pathfinding.AstarColor.BoundsHandlesastarcolor.html#BoundsHandles
307Pathfinding.AstarColor.ConnectionHighLerpastarcolor.html#ConnectionHighLerp
308Pathfinding.AstarColor.ConnectionLowLerpastarcolor.html#ConnectionLowLerp
309Pathfinding.AstarColor.MeshEdgeColorastarcolor.html#MeshEdgeColor
310Pathfinding.AstarColor.SolidColorastarcolor.html#SolidColor
311Pathfinding.AstarColor.UnwalkableNodeastarcolor.html#UnwalkableNode
312Pathfinding.AstarColor._AreaColorsastarcolor.html#_AreaColorsHolds user set area colors. \n\nUse GetAreaColor to get an area color
313Pathfinding.AstarColor._BoundsHandlesastarcolor.html#_BoundsHandles
314Pathfinding.AstarColor._ConnectionHighLerpastarcolor.html#_ConnectionHighLerp
315Pathfinding.AstarColor._ConnectionLowLerpastarcolor.html#_ConnectionLowLerp
316Pathfinding.AstarColor._MeshEdgeColorastarcolor.html#_MeshEdgeColor
317Pathfinding.AstarColor._SolidColorastarcolor.html#_SolidColor
318Pathfinding.AstarColor._UnwalkableNodeastarcolor.html#_UnwalkableNode
319Pathfinding.AstarData.activeastardata.html#activeThe AstarPath component which owns this AstarData.
320Pathfinding.AstarData.dataastardata.html#dataSerialized data for all graphs and settings.
321Pathfinding.AstarData.dataStringastardata.html#dataStringSerialized data for all graphs and settings. \n\nStored as a base64 encoded string because otherwise Unity's Undo system would sometimes corrupt the byte data (because it only stores deltas).\n\nThis can be accessed as a byte array from the data property.
322Pathfinding.AstarData.file_cachedStartupastardata.html#file_cachedStartupSerialized data for cached startup. \n\nIf set, on start the graphs will be deserialized from this file.
323Pathfinding.AstarData.graphStructureLockedastardata.html#graphStructureLocked
324Pathfinding.AstarData.graphTypesastardata.html#graphTypesAll supported graph types. \n\nPopulated through reflection search
325Pathfinding.AstarData.graphsastardata.html#graphsAll graphs. \n\nThis will be filled only after deserialization has completed. May contain null entries if graph have been removed.
326Pathfinding.AstarData.gridGraphastardata.html#gridGraphShortcut to the first GridGraph.
327Pathfinding.AstarData.layerGridGraphastardata.html#layerGridGraphShortcut to the first LayerGridGraph. \n\n [more in online documentation]
328Pathfinding.AstarData.linkGraphastardata.html#linkGraphShortcut to the first LinkGraph.
329Pathfinding.AstarData.navmeshastardata.html#navmeshShortcut to the first NavMeshGraph.
330Pathfinding.AstarData.pointGraphastardata.html#pointGraphShortcut to the first PointGraph.
331Pathfinding.AstarData.recastGraphastardata.html#recastGraphShortcut to the first RecastGraph. \n\n [more in online documentation]
332Pathfinding.AstarDebugger.GraphPoint.collectEventgraphpoint.html#collectEvent
333Pathfinding.AstarDebugger.GraphPoint.fpsgraphpoint.html#fps
334Pathfinding.AstarDebugger.GraphPoint.memorygraphpoint.html#memory
335Pathfinding.AstarDebugger.PathTypeDebug.getSizepathtypedebug.html#getSize
336Pathfinding.AstarDebugger.PathTypeDebug.getTotalCreatedpathtypedebug.html#getTotalCreated
337Pathfinding.AstarDebugger.PathTypeDebug.namepathtypedebug.html#name
338Pathfinding.AstarDebugger.allocMemastardebugger.html#allocMem
339Pathfinding.AstarDebugger.allocRateastardebugger.html#allocRate
340Pathfinding.AstarDebugger.boxRectastardebugger.html#boxRect
341Pathfinding.AstarDebugger.cachedTextastardebugger.html#cachedText
342Pathfinding.AstarDebugger.camastardebugger.html#cam
343Pathfinding.AstarDebugger.collectAllocastardebugger.html#collectAlloc
344Pathfinding.AstarDebugger.debugTypesastardebugger.html#debugTypes
345Pathfinding.AstarDebugger.delayedDeltaTimeastardebugger.html#delayedDeltaTime
346Pathfinding.AstarDebugger.deltaastardebugger.html#delta
347Pathfinding.AstarDebugger.fontastardebugger.html#fontFont to use. \n\nA monospaced font is the best
348Pathfinding.AstarDebugger.fontSizeastardebugger.html#fontSize
349Pathfinding.AstarDebugger.fpsDropCounterSizeastardebugger.html#fpsDropCounterSize
350Pathfinding.AstarDebugger.fpsDropsastardebugger.html#fpsDrops
351Pathfinding.AstarDebugger.graphastardebugger.html#graph
352Pathfinding.AstarDebugger.graphBufferSizeastardebugger.html#graphBufferSize
353Pathfinding.AstarDebugger.graphHeightastardebugger.html#graphHeight
354Pathfinding.AstarDebugger.graphOffsetastardebugger.html#graphOffset
355Pathfinding.AstarDebugger.graphWidthastardebugger.html#graphWidth
356Pathfinding.AstarDebugger.lastAllocMemoryastardebugger.html#lastAllocMemory
357Pathfinding.AstarDebugger.lastAllocSetastardebugger.html#lastAllocSet
358Pathfinding.AstarDebugger.lastCollectastardebugger.html#lastCollect
359Pathfinding.AstarDebugger.lastCollectNumastardebugger.html#lastCollectNum
360Pathfinding.AstarDebugger.lastDeltaTimeastardebugger.html#lastDeltaTime
361Pathfinding.AstarDebugger.lastUpdateastardebugger.html#lastUpdate
362Pathfinding.AstarDebugger.maxNodePoolastardebugger.html#maxNodePool
363Pathfinding.AstarDebugger.maxVecPoolastardebugger.html#maxVecPool
364Pathfinding.AstarDebugger.peakAllocastardebugger.html#peakAlloc
365Pathfinding.AstarDebugger.showastardebugger.html#show
366Pathfinding.AstarDebugger.showFPSastardebugger.html#showFPS
367Pathfinding.AstarDebugger.showGraphastardebugger.html#showGraph
368Pathfinding.AstarDebugger.showInEditorastardebugger.html#showInEditor
369Pathfinding.AstarDebugger.showMemProfileastardebugger.html#showMemProfile
370Pathfinding.AstarDebugger.showPathProfileastardebugger.html#showPathProfile
371Pathfinding.AstarDebugger.styleastardebugger.html#style
372Pathfinding.AstarDebugger.textastardebugger.html#text
373Pathfinding.AstarDebugger.yOffsetastardebugger.html#yOffset
374Pathfinding.AstarMath.GlobalRandomastarmath.html#GlobalRandom
375Pathfinding.AstarMath.GlobalRandomLockastarmath.html#GlobalRandomLock
376Pathfinding.AstarPathEditor.aboutAreaastarpatheditor.html#aboutArea
377Pathfinding.AstarPathEditor.addGraphsAreaastarpatheditor.html#addGraphsArea
378Pathfinding.AstarPathEditor.alwaysVisibleAreaastarpatheditor.html#alwaysVisibleArea
379Pathfinding.AstarPathEditor.astarSkinastarpatheditor.html#astarSkin
380Pathfinding.AstarPathEditor.colorSettingsAreaastarpatheditor.html#colorSettingsArea
381Pathfinding.AstarPathEditor.customAreaColorsOpenastarpatheditor.html#customAreaColorsOpen
382Pathfinding.AstarPathEditor.definesastarpatheditor.html#definesHolds defines found in script files, used for optimizations. \n\n [more in online documentation]
383Pathfinding.AstarPathEditor.editTagsastarpatheditor.html#editTags
384Pathfinding.AstarPathEditor.editorSettingsAreaastarpatheditor.html#editorSettingsArea
385Pathfinding.AstarPathEditor.graphDeleteButtonStyleastarpatheditor.html#graphDeleteButtonStyle
386Pathfinding.AstarPathEditor.graphEditNameButtonStyleastarpatheditor.html#graphEditNameButtonStyle
387Pathfinding.AstarPathEditor.graphEditorTypesastarpatheditor.html#graphEditorTypesList of all graph editors available (e.g GridGraphEditor)
388Pathfinding.AstarPathEditor.graphEditorsastarpatheditor.html#graphEditorsList of all graph editors for the graphs.
389Pathfinding.AstarPathEditor.graphGizmoButtonStyleastarpatheditor.html#graphGizmoButtonStyle
390Pathfinding.AstarPathEditor.graphInfoButtonStyleastarpatheditor.html#graphInfoButtonStyle
391Pathfinding.AstarPathEditor.graphNameFocusedastarpatheditor.html#graphNameFocusedGraph editor which has its 'name' field focused.
392Pathfinding.AstarPathEditor.graphNodeCountsastarpatheditor.html#graphNodeCountsHolds node counts for each graph to avoid calculating it every frame. \n\nOnly used for visualization purposes
393Pathfinding.AstarPathEditor.graphTypesastarpatheditor.html#graphTypes
394Pathfinding.AstarPathEditor.graphsAreaastarpatheditor.html#graphsArea
395Pathfinding.AstarPathEditor.helpBoxastarpatheditor.html#helpBox
396Pathfinding.AstarPathEditor.heuristicOptimizationOptionsastarpatheditor.html#heuristicOptimizationOptions
397Pathfinding.AstarPathEditor.ignoredChecksumastarpatheditor.html#ignoredChecksumUsed to make sure correct behaviour when handling undos.
398Pathfinding.AstarPathEditor.isPrefabastarpatheditor.html#isPrefab
399Pathfinding.AstarPathEditor.lastUndoGroupastarpatheditor.html#lastUndoGroup
400Pathfinding.AstarPathEditor.level0AreaStyleastarpatheditor.html#level0AreaStyle
401Pathfinding.AstarPathEditor.level0LabelStyleastarpatheditor.html#level0LabelStyle
402Pathfinding.AstarPathEditor.level1AreaStyleastarpatheditor.html#level1AreaStyle
403Pathfinding.AstarPathEditor.level1LabelStyleastarpatheditor.html#level1LabelStyle
404Pathfinding.AstarPathEditor.optimizationSettingsAreaastarpatheditor.html#optimizationSettingsArea
405Pathfinding.AstarPathEditor.scriptastarpatheditor.html#scriptAstarPath instance that is being inspected.
406Pathfinding.AstarPathEditor.scriptsFolderastarpatheditor.html#scriptsFolder
407Pathfinding.AstarPathEditor.serializationSettingsAreaastarpatheditor.html#serializationSettingsArea
408Pathfinding.AstarPathEditor.settingsAreaastarpatheditor.html#settingsArea
409Pathfinding.AstarPathEditor.showSettingsastarpatheditor.html#showSettings
410Pathfinding.AstarPathEditor.stylesLoadedastarpatheditor.html#stylesLoaded
411Pathfinding.AstarPathEditor.tagsAreaastarpatheditor.html#tagsArea
412Pathfinding.AstarPathEditor.thinHelpBoxastarpatheditor.html#thinHelpBox
413Pathfinding.AstarUpdateChecker._lastUpdateCheckastarupdatechecker.html#_lastUpdateCheck
414Pathfinding.AstarUpdateChecker._lastUpdateCheckReadastarupdatechecker.html#_lastUpdateCheckRead
415Pathfinding.AstarUpdateChecker._latestBetaVersionastarupdatechecker.html#_latestBetaVersion
416Pathfinding.AstarUpdateChecker._latestVersionastarupdatechecker.html#_latestVersion
417Pathfinding.AstarUpdateChecker._latestVersionDescriptionastarupdatechecker.html#_latestVersionDescriptionDescription of the latest update of the A* Pathfinding Project.
418Pathfinding.AstarUpdateChecker.astarServerDataastarupdatechecker.html#astarServerDataHolds various URLs and text for the editor. \n\nThis info can be updated when a check for new versions is done to ensure that there are no invalid links.
419Pathfinding.AstarUpdateChecker.hasParsedServerMessageastarupdatechecker.html#hasParsedServerMessage
420Pathfinding.AstarUpdateChecker.lastUpdateCheckastarupdatechecker.html#lastUpdateCheckLast time an update check was made.
421Pathfinding.AstarUpdateChecker.latestBetaVersionastarupdatechecker.html#latestBetaVersionLatest beta version of the A* Pathfinding Project.
422Pathfinding.AstarUpdateChecker.latestVersionastarupdatechecker.html#latestVersionLatest version of the A* Pathfinding Project.
423Pathfinding.AstarUpdateChecker.latestVersionDescriptionastarupdatechecker.html#latestVersionDescriptionSummary of the latest update.
424Pathfinding.AstarUpdateChecker.updateCheckDownloadastarupdatechecker.html#updateCheckDownloadUsed for downloading new version information.
425Pathfinding.AstarUpdateChecker.updateCheckRateastarupdatechecker.html#updateCheckRateNumber of days between update checks.
426Pathfinding.AstarUpdateChecker.updateURLastarupdatechecker.html#updateURLURL to the version file containing the latest version number.
427Pathfinding.AstarUpdateWindow.largeStyleastarupdatewindow.html#largeStyle
428Pathfinding.AstarUpdateWindow.normalStyleastarupdatewindow.html#normalStyle
429Pathfinding.AstarUpdateWindow.setReminderastarupdatewindow.html#setReminder
430Pathfinding.AstarUpdateWindow.summaryastarupdatewindow.html#summary
431Pathfinding.AstarUpdateWindow.versionastarupdatewindow.html#version
432Pathfinding.AstarWorkItem.initastarworkitem.html#initInit function. \n\nMay be null if no initialization is needed. Will be called once, right before the first call to update or updateWithContext.
433Pathfinding.AstarWorkItem.initWithContextastarworkitem.html#initWithContextInit function. \n\nMay be null if no initialization is needed. Will be called once, right before the first call to update or updateWithContext.\n\nA context object is sent as a parameter. This can be used to for example queue a flood fill that will be executed either when a work item calls EnsureValidFloodFill or all work items have been completed. If multiple work items are updating nodes so that they need a flood fill afterwards, using the QueueFloodFill method is preferred since then only a single flood fill needs to be performed for all of the work items instead of one per work item.
434Pathfinding.AstarWorkItem.updateastarworkitem.html#updateUpdate function, called once per frame when the work item executes. \n\nTakes a param <b>force</b>. If that is true, the work item should try to complete the whole item in one go instead of spreading it out over multiple frames.\n\n[more in online documentation]
435Pathfinding.AstarWorkItem.updateWithContextastarworkitem.html#updateWithContextUpdate function, called once per frame when the work item executes. \n\nTakes a param <b>force</b>. If that is true, the work item should try to complete the whole item in one go instead of spreading it out over multiple frames. \n\n[more in online documentation]\n\n\nA context object is sent as a parameter. This can be used to for example queue a flood fill that will be executed either when a work item calls EnsureValidFloodFill or all work items have been completed. If multiple work items are updating nodes so that they need a flood fill afterwards, using the QueueFloodFill method is preferred since then only a single flood fill needs to be performed for all of the work items instead of one per work item.
436Pathfinding.AutoRepathPolicy.Modeautorepathpolicy2.html#ModePolicy mode for how often to recalculate an agent's path.
437Pathfinding.AutoRepathPolicy.lastDestinationautorepathpolicy2.html#lastDestination
438Pathfinding.AutoRepathPolicy.lastRepathTimeautorepathpolicy2.html#lastRepathTime
439Pathfinding.AutoRepathPolicy.maximumPeriodautorepathpolicy2.html#maximumPeriodMaximum number of seconds between each automatic path recalculation for Mode.Dynamic.
440Pathfinding.AutoRepathPolicy.modeautorepathpolicy2.html#modePolicy to use when recalculating paths. \n\n[more in online documentation]
441Pathfinding.AutoRepathPolicy.periodautorepathpolicy2.html#periodNumber of seconds between each automatic path recalculation for Mode.EveryNSeconds.
442Pathfinding.AutoRepathPolicy.sensitivityautorepathpolicy2.html#sensitivityHow sensitive the agent should be to changes in its destination for Mode.Dynamic. \n\nA higher value means the destination has to move less for the path to be recalculated.\n\n[more in online documentation]
443Pathfinding.AutoRepathPolicy.visualizeSensitivityautorepathpolicy2.html#visualizeSensitivityIf true the sensitivity will be visualized as a circle in the scene view when the game is playing.
444Pathfinding.BaseAIEditor.debugbaseaieditor.html#debug
445Pathfinding.BaseAIEditor.lastSeenCustomGravitybaseaieditor.html#lastSeenCustomGravity
446Pathfinding.BinaryHeap.Dbinaryheap.html#DNumber of children of each node in the tree. \n\nDifferent values have been tested and 4 has been empirically found to perform the best. \n\n[more in online documentation]
447Pathfinding.BinaryHeap.GrowthFactorbinaryheap.html#GrowthFactorThe tree will grow by at least this factor every time it is expanded.
448Pathfinding.BinaryHeap.HeapNode.Fheapnode.html#F
449Pathfinding.BinaryHeap.HeapNode.Gheapnode.html#G
450Pathfinding.BinaryHeap.HeapNode.pathNodeIndexheapnode.html#pathNodeIndex
451Pathfinding.BinaryHeap.HeapNode.sortKeyheapnode.html#sortKeyBitpacked F and G scores.
452Pathfinding.BinaryHeap.NotInHeapbinaryheap.html#NotInHeap
453Pathfinding.BinaryHeap.SortGScoresbinaryheap.html#SortGScoresSort nodes by G score if there is a tie when comparing the F score. \n\nDisabling this will improve pathfinding performance with around 2.5% but may break ties between paths that have the same length in a less desirable manner (only relevant for grid graphs).
454Pathfinding.BinaryHeap.heapbinaryheap.html#heapInternal backing array for the heap.
455Pathfinding.BinaryHeap.isEmptybinaryheap.html#isEmptyTrue if the heap does not contain any elements.
456Pathfinding.BinaryHeap.numberOfItemsbinaryheap.html#numberOfItemsNumber of items in the tree.
457Pathfinding.BlockManager.BlockModeblockmanager.html#BlockMode
458Pathfinding.BlockManager.TraversalProvider.blockManagertraversalprovider.html#blockManagerHolds information about which nodes are occupied.
459Pathfinding.BlockManager.TraversalProvider.filterDiagonalGridConnectionstraversalprovider.html#filterDiagonalGridConnections
460Pathfinding.BlockManager.TraversalProvider.modetraversalprovider.html#modeAffects which nodes are considered blocked.
461Pathfinding.BlockManager.TraversalProvider.selectortraversalprovider.html#selectorBlockers for this path. \n\nThe effect depends on mode.\n\nNote that having a large selector has a performance cost.\n\n[more in online documentation]
462Pathfinding.BlockManager.blockedblockmanager.html#blockedContains info on which SingleNodeBlocker objects have blocked a particular node.
463Pathfinding.BlockableChannel.Receiver.channelreceiver.html#channel
464Pathfinding.BlockableChannel.allReceiversBlockedblockablechannel.html#allReceiversBlockedTrue if blocking and all receivers are waiting for unblocking.
465Pathfinding.BlockableChannel.blockedblockablechannel.html#blocked
466Pathfinding.BlockableChannel.isBlockedblockablechannel.html#isBlockedIf true, all calls to Receive will block until this property is set to false.
467Pathfinding.BlockableChannel.isClosedblockablechannel.html#isClosedTrue if Close has been called.
468Pathfinding.BlockableChannel.isEmptyblockablechannel.html#isEmptyTrue if the queue is empty.
469Pathfinding.BlockableChannel.isStarvingblockablechannel.html#isStarving
470Pathfinding.BlockableChannel.lockObjblockablechannel.html#lockObj
471Pathfinding.BlockableChannel.numReceiversblockablechannel.html#numReceivers
472Pathfinding.BlockableChannel.queueblockablechannel.html#queue
473Pathfinding.BlockableChannel.starvingblockablechannel.html#starving
474Pathfinding.BlockableChannel.waitingReceiversblockablechannel.html#waitingReceivers
475Pathfinding.CloseToDestinationModepathfinding.html#CloseToDestinationModeWhat to do when the character is close to the destination.
476Pathfinding.Connection.IdenticalEdgeconnection.html#IdenticalEdge
477Pathfinding.Connection.IncomingConnectionconnection.html#IncomingConnection
478Pathfinding.Connection.NoSharedEdgeconnection.html#NoSharedEdge
479Pathfinding.Connection.OutgoingConnectionconnection.html#OutgoingConnection
480Pathfinding.Connection.adjacentShapeEdgeconnection.html#adjacentShapeEdgeThe edge of the shape in the other node, which this connection represents. \n\n[more in online documentation]
481Pathfinding.Connection.costconnection.html#costCost of moving along this connection. \n\nA cost of 1000 corresponds approximately to the cost of moving one world unit.
482Pathfinding.Connection.edgesAreIdenticalconnection.html#edgesAreIdenticalTrue if the two nodes share an identical edge. \n\nThis is only true if the connection is between two triangle mesh nodes and the nodes share the edge which this connection represents.\n\nIn contrast to isEdgeShared, this is true only if the triangle edge is identical (but reversed) in the other node.
483Pathfinding.Connection.isEdgeSharedconnection.html#isEdgeSharedTrue if the two nodes share an edge. \n\nThis is only true if the connection is between two triangle mesh nodes and the nodes share the edge which this connection represents. Note that the edge does not need to be perfectly identical for this to be true, it is enough if the edge is very similar.
484Pathfinding.Connection.isIncomingconnection.html#isIncomingTrue if the connection allows movement from the other node to this node. \n\nA connection can be either outgoing, incoming, or both. Most connections are two-way, so both incoming and outgoing.
485Pathfinding.Connection.isOutgoingconnection.html#isOutgoingTrue if the connection allows movement from this node to the other node. \n\nA connection can be either outgoing, incoming, or both. Most connections are two-way, so both incoming and outgoing.
486Pathfinding.Connection.nodeconnection.html#nodeNode which this connection goes to.
487Pathfinding.Connection.shapeEdgeconnection.html#shapeEdgeThe edge of the shape which this connection uses. \n\nThis is an index into the shape's vertices.\n\nA value of 0 corresponds to using the side for vertex 0 and vertex 1 on the node. 1 corresponds to vertex 1 and 2, etc. A value of 3 is invalid, and this will be the value if isEdgeShared is false.\n\n[more in online documentation]
488Pathfinding.Connection.shapeEdgeInfoconnection.html#shapeEdgeInfoVarious metadata about the connection, such as the side of the node shape which this connection uses. \n\n- Bits 0..1 represent shapeEdge.\n\n- Bits 2..3 represent adjacentShapeEdge.\n\n- Bit 4 represents isIncoming.\n\n- Bit 5 represents isOutgoing.\n\n- Bit 6 represents edgesAreIdentical.\n\n\n\n[more in online documentation]
489Pathfinding.ConstantPath.allNodesconstantpath.html#allNodesContains all nodes the path found. \n\nThis list will be sorted by G score (cost/distance to reach the node).
490Pathfinding.ConstantPath.endingConditionconstantpath.html#endingConditionDetermines when the path calculation should stop. \n\nThis is set up automatically in the constructor to an instance of the Pathfinding.EndingConditionDistance class with a <b>maxGScore</b> is specified in the constructor.\n\n[more in online documentation]
491Pathfinding.ConstantPath.originalStartPointconstantpath.html#originalStartPoint
492Pathfinding.ConstantPath.startNodeconstantpath.html#startNode
493Pathfinding.ConstantPath.startPointconstantpath.html#startPoint
494Pathfinding.CustomGraphEditorAttribute.displayNamecustomgrapheditorattribute.html#displayNameName displayed in the inpector.
495Pathfinding.CustomGraphEditorAttribute.editorTypecustomgrapheditorattribute.html#editorTypeType of the editor for the graph.
496Pathfinding.CustomGraphEditorAttribute.graphTypecustomgrapheditorattribute.html#graphTypeGraph type which this is an editor for.
497Pathfinding.DistanceMetric.Euclideandistancemetric.html#EuclideanReturns a DistanceMetric which will find the closest node in euclidean 3D space. \n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
498Pathfinding.DistanceMetric.distanceScaleAlongProjectionDirectiondistancemetric.html#distanceScaleAlongProjectionDirectionDistance scaling along the projectionAxis. \n\n[more in online documentation]
499Pathfinding.DistanceMetric.isProjectedDistancedistancemetric.html#isProjectedDistanceTrue when using the ClosestAsSeenFromAbove or ClosestAsSeenFromAboveSoft modes.
500Pathfinding.DistanceMetric.projectionAxisdistancemetric.html#projectionAxisNormal of the plane on which nodes will be projected before finding the closest point on them. \n\nWhen zero, this has no effect.\n\nWhen set to the special value (inf, inf, inf) then the graph's natural up direction will be used.\n\nOften you do not want to find the closest point on a node in 3D space, but rather find for example the closest point on the node directly below the agent.\n\nThis allows you to project the nodes onto a plane before finding the closest point on them. For example, if you set this to Vector3.up, then the nodes will be projected onto the XZ plane. Running a GetNearest query will then find the closest node as seen from above.\n\n <b>[image in online documentation]</b>\n\nThis is more flexible, however. You can set the distanceScaleAlongProjectionDirection to any value (though usually somewhere between 0 and 1). With a value of 0, the closest node will be found as seen from above. When the distance is greater than 0, moving along the <b>projectionAxis</b> from the query point will only cost distanceScaleAlongProjectionDirection times the regular distance, but moving sideways will cost the normal amount.\n\n <b>[image in online documentation]</b>\n\nA nice value to use is 0.2 for distanceScaleAlongProjectionDirection. This will make moving upwards or downwards (along the projection direction) only appear like 20% the original distance to the nearest node search. This allows you to find the closest position directly under the agent, if there is a navmesh directly under the agent, but also to search not directly below the agent if that is necessary.\n\n[more in online documentation]
501Pathfinding.DynamicGridObstacle.boundsdynamicgridobstacle.html#bounds
502Pathfinding.DynamicGridObstacle.checkTimedynamicgridobstacle.html#checkTimeTime in seconds between bounding box checks. \n\nIf AstarPath.batchGraphUpdates is enabled, it is not beneficial to have a checkTime much lower than AstarPath.graphUpdateBatchingInterval because that will just add extra unnecessary graph updates.\n\nIn real time seconds (based on Time.realtimeSinceStartup).
503Pathfinding.DynamicGridObstacle.colldynamicgridobstacle.html#collCollider to get bounds information from.
504Pathfinding.DynamicGridObstacle.coll2Ddynamicgridobstacle.html#coll2D2D Collider to get bounds information from
505Pathfinding.DynamicGridObstacle.colliderEnableddynamicgridobstacle.html#colliderEnabled
506Pathfinding.DynamicGridObstacle.lastCheckTimedynamicgridobstacle.html#lastCheckTime
507Pathfinding.DynamicGridObstacle.pendingGraphUpdatesdynamicgridobstacle.html#pendingGraphUpdates
508Pathfinding.DynamicGridObstacle.prevBoundsdynamicgridobstacle.html#prevBoundsBounds of the collider the last time the graphs were updated.
509Pathfinding.DynamicGridObstacle.prevEnableddynamicgridobstacle.html#prevEnabledTrue if the collider was enabled last time the graphs were updated.
510Pathfinding.DynamicGridObstacle.prevRotationdynamicgridobstacle.html#prevRotationRotation of the collider the last time the graphs were updated.
511Pathfinding.DynamicGridObstacle.trdynamicgridobstacle.html#trCached transform component.
512Pathfinding.DynamicGridObstacle.updateErrordynamicgridobstacle.html#updateErrorThe minimum change in world units along one of the axis of the bounding box of the collider to trigger a graph update.
513Pathfinding.ECS.AIMoveSystem.MarkerMovementOverrideaimovesystem.html#MarkerMovementOverride
514Pathfinding.ECS.AIMoveSystem.MovementStateTypeHandleROaimovesystem.html#MovementStateTypeHandleRO
515Pathfinding.ECS.AIMoveSystem.ResolvedMovementHandleROaimovesystem.html#ResolvedMovementHandleRO
516Pathfinding.ECS.AIMoveSystem.entityQueryGizmosaimovesystem.html#entityQueryGizmos
517Pathfinding.ECS.AIMoveSystem.entityQueryMoveaimovesystem.html#entityQueryMove
518Pathfinding.ECS.AIMoveSystem.entityQueryMovementOverrideaimovesystem.html#entityQueryMovementOverride
519Pathfinding.ECS.AIMoveSystem.entityQueryPrepareMovementaimovesystem.html#entityQueryPrepareMovement
520Pathfinding.ECS.AIMoveSystem.entityQueryRotationaimovesystem.html#entityQueryRotation
521Pathfinding.ECS.AIMoveSystem.entityQueryWithGravityaimovesystem.html#entityQueryWithGravity
522Pathfinding.ECS.AIMoveSystem.jobRepairPathScheduleraimovesystem.html#jobRepairPathScheduler
523Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.CheapSimulationOnlytimescaledratemanager.html#CheapSimulationOnlyTrue if it was determined that zero substeps should be simulated. \n\nIn this case all systems will get an opportunity to run a single update, but they should avoid systems that don't have to run every single frame.
524Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.CheapStepDeltaTimetimescaledratemanager.html#CheapStepDeltaTime
525Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.IsLastSubsteptimescaledratemanager.html#IsLastSubstepTrue when this is the last substep of the current simulation.
526Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.Timesteptimescaledratemanager.html#Timestep
527Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapSimulationOnlytimescaledratemanager.html#cheapSimulationOnly
528Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapTimeDatatimescaledratemanager.html#cheapTimeData
529Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapTimeDataQueuetimescaledratemanager.html#cheapTimeDataQueue
530Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.inGrouptimescaledratemanager.html#inGroup
531Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.isLastSubsteptimescaledratemanager.html#isLastSubstep
532Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.lastCheapSimulationtimescaledratemanager.html#lastCheapSimulation
533Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.lastFullSimulationtimescaledratemanager.html#lastFullSimulation
534Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.maximumDttimescaledratemanager.html#maximumDt
535Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.numUpdatesThisFrametimescaledratemanager.html#numUpdatesThisFrame
536Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.stepDttimescaledratemanager.html#stepDt
537Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.timeDataQueuetimescaledratemanager.html#timeDataQueue
538Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.updateIndextimescaledratemanager.html#updateIndex
539Pathfinding.ECS.AgentCylinderShape.heightagentcylindershape.html#heightHeight of the agent in world units.
540Pathfinding.ECS.AgentCylinderShape.radiusagentcylindershape.html#radiusRadius of the agent in world units.
541Pathfinding.ECS.AgentMovementPlaneSource.valueagentmovementplanesource.html#value
542Pathfinding.ECS.AgentOffMeshLinkTraversal.firstPositionagentoffmeshlinktraversal.html#firstPositionThe start point of the off-mesh link from the agent's perspective. \n\nThis is the point where the agent starts traversing the off-mesh link, regardless of if the link is traversed from the start to end or from end to start. \n\n[more in online documentation]
543Pathfinding.ECS.AgentOffMeshLinkTraversal.isReverseagentoffmeshlinktraversal.html#isReverseTrue if the agent is traversing the off-mesh link from original link's end to its start point. \n\n[more in online documentation]
544Pathfinding.ECS.AgentOffMeshLinkTraversal.relativeEndagentoffmeshlinktraversal.html#relativeEndThe end point of the off-mesh link from the agent's perspective. \n\nThis is the point where the agent will finish traversing the off-mesh link, regardless of if the link is traversed from start to end or from end to start.
545Pathfinding.ECS.AgentOffMeshLinkTraversal.relativeStartagentoffmeshlinktraversal.html#relativeStartThe start point of the off-mesh link from the agent's perspective. \n\nThis is the point where the agent starts traversing the off-mesh link, regardless of if the link is traversed from the start to end or from end to start.
546Pathfinding.ECS.AgentOffMeshLinkTraversal.secondPositionagentoffmeshlinktraversal.html#secondPositionThe end point of the off-mesh link from the agent's perspective. \n\nThis is the point where the agent will finish traversing the off-mesh link, regardless of if the link is traversed from start to end or from end to start. \n\n[more in online documentation]
547Pathfinding.ECS.AgentOffMeshLinkTraversalContext.backupRotationSmoothingagentoffmeshlinktraversalcontext.html#backupRotationSmoothing
548Pathfinding.ECS.AgentOffMeshLinkTraversalContext.concreteLinkagentoffmeshlinktraversalcontext.html#concreteLinkThe off-mesh link that is being traversed. \n\n[more in online documentation]
549Pathfinding.ECS.AgentOffMeshLinkTraversalContext.deltaTimeagentoffmeshlinktraversalcontext.html#deltaTimeDelta time since the last link simulation. \n\nDuring high time scales, the simulation may run multiple substeps per frame.\n\nThis is <b>not</b> the same as Time.deltaTime. Inside the link coroutine, you should always use this field instead of Time.deltaTime.
550Pathfinding.ECS.AgentOffMeshLinkTraversalContext.disabledRVOagentoffmeshlinktraversalcontext.html#disabledRVO
551Pathfinding.ECS.AgentOffMeshLinkTraversalContext.entityagentoffmeshlinktraversalcontext.html#entityThe entity that is traversing the off-mesh link.
552Pathfinding.ECS.AgentOffMeshLinkTraversalContext.gameObjectagentoffmeshlinktraversalcontext.html#gameObjectGameObject associated with the agent. \n\nIn most cases, an agent is associated with an agent, but this is not always the case. For example, if you have created an entity without using the FollowerEntity component, this property may return null.\n\n[more in online documentation]
553Pathfinding.ECS.AgentOffMeshLinkTraversalContext.gameObjectCacheagentoffmeshlinktraversalcontext.html#gameObjectCache
554Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkagentoffmeshlinktraversalcontext.html#linkInformation about the off-mesh link that the agent is traversing.
555Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkInfoagentoffmeshlinktraversalcontext.html#linkInfoInformation about the off-mesh link that the agent is traversing. \n\n[more in online documentation]
556Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkInfoPtragentoffmeshlinktraversalcontext.html#linkInfoPtr
557Pathfinding.ECS.AgentOffMeshLinkTraversalContext.managedStateagentoffmeshlinktraversalcontext.html#managedStateSome internal state of the agent.
558Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementControlagentoffmeshlinktraversalcontext.html#movementControlHow the agent should move. \n\nThe agent will move according to this data, every frame.
559Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementControlPtragentoffmeshlinktraversalcontext.html#movementControlPtr
560Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementPlaneagentoffmeshlinktraversalcontext.html#movementPlaneThe plane in which the agent is moving. \n\nIn a 3D game, this will typically be the XZ plane, but in a 2D game it will typically be the XY plane. Games on spherical planets could have planes that are aligned with the surface of the planet.
561Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementPlanePtragentoffmeshlinktraversalcontext.html#movementPlanePtr
562Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementSettingsagentoffmeshlinktraversalcontext.html#movementSettingsThe movement settings for the agent.
563Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementSettingsPtragentoffmeshlinktraversalcontext.html#movementSettingsPtr
564Pathfinding.ECS.AgentOffMeshLinkTraversalContext.transformagentoffmeshlinktraversalcontext.html#transformECS LocalTransform component attached to the agent.
565Pathfinding.ECS.AgentOffMeshLinkTraversalContext.transformPtragentoffmeshlinktraversalcontext.html#transformPtr
566Pathfinding.ECS.AutoRepathPolicy.Defaultautorepathpolicy.html#Default
567Pathfinding.ECS.AutoRepathPolicy.Sensitivityautorepathpolicy.html#SensitivityHow sensitive the agent should be to changes in its destination for Mode.Dynamic. \n\nA higher value means the destination has to move less for the path to be recalculated.\n\n[more in online documentation]
568Pathfinding.ECS.AutoRepathPolicy.lastDestinationautorepathpolicy.html#lastDestination
569Pathfinding.ECS.AutoRepathPolicy.lastRepathTimeautorepathpolicy.html#lastRepathTime
570Pathfinding.ECS.AutoRepathPolicy.modeautorepathpolicy.html#modePolicy to use when recalculating paths. \n\n[more in online documentation]
571Pathfinding.ECS.AutoRepathPolicy.periodautorepathpolicy.html#periodNumber of seconds between each automatic path recalculation for Mode.EveryNSeconds, and the maximum interval for Mode.Dynamic.
572Pathfinding.ECS.ComponentRef.ptrcomponentref.html#ptr
573Pathfinding.ECS.ComponentRef.valuecomponentref.html#value
574Pathfinding.ECS.DestinationPoint.destinationdestinationpoint.html#destinationThe destination point that the agent is moving towards. \n\nThis is the point that the agent is trying to reach, but it may not always be possible to reach it.\n\n[more in online documentation]
575Pathfinding.ECS.DestinationPoint.facingDirectiondestinationpoint.html#facingDirectionThe direction the agent should face when it reaches the destination. \n\nIf zero, the agent will not try to face any particular direction when reaching the destination.
576Pathfinding.ECS.EntityAccess.handleentityaccess.html#handle
577Pathfinding.ECS.EntityAccess.lastSystemVersionentityaccess.html#lastSystemVersion
578Pathfinding.ECS.EntityAccess.readOnlyentityaccess.html#readOnly
579Pathfinding.ECS.EntityAccess.this[EntityStorageInfo storage]entityaccess.html#thisEntityStorageInfostorage
580Pathfinding.ECS.EntityAccess.worldSequenceNumberentityaccess.html#worldSequenceNumber
581Pathfinding.ECS.EntityAccessHelper.GlobalSystemVersionOffsetentityaccesshelper.html#GlobalSystemVersionOffset
582Pathfinding.ECS.EntityStorageCache.entityentitystoragecache.html#entity
583Pathfinding.ECS.EntityStorageCache.lastWorldHashentitystoragecache.html#lastWorldHash
584Pathfinding.ECS.EntityStorageCache.storageentitystoragecache.html#storage
585Pathfinding.ECS.FallbackResolveMovementSystem.entityQueryfallbackresolvemovementsystem.html#entityQuery
586Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.indexjobrecalculatepaths.html#index
587Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.shouldRecalculatePathjobrecalculatepaths.html#shouldRecalculatePath
588Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.timejobrecalculatepaths.html#time
589Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.indexjobshouldrecalculatepaths.html#index
590Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.shouldRecalculatePathjobshouldrecalculatepaths.html#shouldRecalculatePath
591Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.timejobshouldrecalculatepaths.html#time
592Pathfinding.ECS.FollowerControlSystem.MarkerMovementOverrideAfterControlfollowercontrolsystem.html#MarkerMovementOverrideAfterControl
593Pathfinding.ECS.FollowerControlSystem.MarkerMovementOverrideBeforeControlfollowercontrolsystem.html#MarkerMovementOverrideBeforeControl
594Pathfinding.ECS.FollowerControlSystem.entityQueryControlfollowercontrolsystem.html#entityQueryControl
595Pathfinding.ECS.FollowerControlSystem.entityQueryControlManagedfollowercontrolsystem.html#entityQueryControlManaged
596Pathfinding.ECS.FollowerControlSystem.entityQueryControlManaged2followercontrolsystem.html#entityQueryControlManaged2
597Pathfinding.ECS.FollowerControlSystem.entityQueryOffMeshLinkfollowercontrolsystem.html#entityQueryOffMeshLink
598Pathfinding.ECS.FollowerControlSystem.entityQueryOffMeshLinkCleanupfollowercontrolsystem.html#entityQueryOffMeshLinkCleanup
599Pathfinding.ECS.FollowerControlSystem.entityQueryPreparefollowercontrolsystem.html#entityQueryPrepare
600Pathfinding.ECS.FollowerControlSystem.jobRepairPathSchedulerfollowercontrolsystem.html#jobRepairPathScheduler
601Pathfinding.ECS.FollowerControlSystem.redrawScopefollowercontrolsystem.html#redrawScope
602Pathfinding.ECS.GravityState.verticalVelocitygravitystate.html#verticalVelocityCurrent vertical velocity of the agent. \n\nThis is the velocity that the agent is moving with due to gravity. It is not necessarily the same as the Y component of the estimated velocity.
603Pathfinding.ECS.JobAlignAgentWithMovementDirection.dtjobalignagentwithmovementdirection.html#dt
604Pathfinding.ECS.JobApplyGravity.drawjobapplygravity.html#draw
605Pathfinding.ECS.JobApplyGravity.dtjobapplygravity.html#dt
606Pathfinding.ECS.JobApplyGravity.raycastCommandsjobapplygravity.html#raycastCommands
607Pathfinding.ECS.JobApplyGravity.raycastHitsjobapplygravity.html#raycastHits
608Pathfinding.ECS.JobControl.MarkerConvertObstaclesjobcontrol.html#MarkerConvertObstacles
609Pathfinding.ECS.JobControl.drawjobcontrol.html#draw
610Pathfinding.ECS.JobControl.dtjobcontrol.html#dt
611Pathfinding.ECS.JobControl.edgesScratchjobcontrol.html#edgesScratch
612Pathfinding.ECS.JobControl.navmeshEdgeDatajobcontrol.html#navmeshEdgeData
613Pathfinding.ECS.JobDrawFollowerGizmos.AgentCylinderShapeHandleROjobdrawfollowergizmos.html#AgentCylinderShapeHandleRO
614Pathfinding.ECS.JobDrawFollowerGizmos.AgentMovementPlaneHandleROjobdrawfollowergizmos.html#AgentMovementPlaneHandleRO
615Pathfinding.ECS.JobDrawFollowerGizmos.LocalTransformTypeHandleROjobdrawfollowergizmos.html#LocalTransformTypeHandleRO
616Pathfinding.ECS.JobDrawFollowerGizmos.ManagedStateHandleRWjobdrawfollowergizmos.html#ManagedStateHandleRW
617Pathfinding.ECS.JobDrawFollowerGizmos.MovementSettingsHandleROjobdrawfollowergizmos.html#MovementSettingsHandleRO
618Pathfinding.ECS.JobDrawFollowerGizmos.MovementStateHandleROjobdrawfollowergizmos.html#MovementStateHandleRO
619Pathfinding.ECS.JobDrawFollowerGizmos.ResolvedMovementHandleROjobdrawfollowergizmos.html#ResolvedMovementHandleRO
620Pathfinding.ECS.JobDrawFollowerGizmos.drawjobdrawfollowergizmos.html#draw
621Pathfinding.ECS.JobDrawFollowerGizmos.entityManagerHandlejobdrawfollowergizmos.html#entityManagerHandle
622Pathfinding.ECS.JobDrawFollowerGizmos.scratchBuffer1jobdrawfollowergizmos.html#scratchBuffer1
623Pathfinding.ECS.JobDrawFollowerGizmos.scratchBuffer2jobdrawfollowergizmos.html#scratchBuffer2
624Pathfinding.ECS.JobManagedMovementOverrideAfterControl.dtjobmanagedmovementoverrideaftercontrol.html#dt
625Pathfinding.ECS.JobManagedMovementOverrideBeforeControl.dtjobmanagedmovementoverridebeforecontrol.html#dt
626Pathfinding.ECS.JobManagedMovementOverrideBeforeMovement.dtjobmanagedmovementoverridebeforemovement.html#dt
627Pathfinding.ECS.JobManagedOffMeshLinkTransition.commandBufferjobmanagedoffmeshlinktransition.html#commandBuffer
628Pathfinding.ECS.JobManagedOffMeshLinkTransition.deltaTimejobmanagedoffmeshlinktransition.html#deltaTime
629Pathfinding.ECS.JobMoveAgent.dtjobmoveagent.html#dt
630Pathfinding.ECS.JobPrepareAgentRaycasts.drawjobprepareagentraycasts.html#draw
631Pathfinding.ECS.JobPrepareAgentRaycasts.dtjobprepareagentraycasts.html#dt
632Pathfinding.ECS.JobPrepareAgentRaycasts.gravityjobprepareagentraycasts.html#gravity
633Pathfinding.ECS.JobPrepareAgentRaycasts.raycastCommandsjobprepareagentraycasts.html#raycastCommands
634Pathfinding.ECS.JobPrepareAgentRaycasts.raycastQueryParametersjobprepareagentraycasts.html#raycastQueryParameters
635Pathfinding.ECS.JobRepairPath.MarkerGetNextCornersjobrepairpath.html#MarkerGetNextCorners
636Pathfinding.ECS.JobRepairPath.MarkerRepairjobrepairpath.html#MarkerRepair
637Pathfinding.ECS.JobRepairPath.MarkerUpdateReachedEndInfojobrepairpath.html#MarkerUpdateReachedEndInfo
638Pathfinding.ECS.JobRepairPath.Scheduler.AgentCylinderShapeTypeHandleROscheduler.html#AgentCylinderShapeTypeHandleRO
639Pathfinding.ECS.JobRepairPath.Scheduler.AgentMovementPlaneTypeHandleROscheduler.html#AgentMovementPlaneTypeHandleRO
640Pathfinding.ECS.JobRepairPath.Scheduler.DestinationPointTypeHandleROscheduler.html#DestinationPointTypeHandleRO
641Pathfinding.ECS.JobRepairPath.Scheduler.LocalTransformTypeHandleROscheduler.html#LocalTransformTypeHandleRO
642Pathfinding.ECS.JobRepairPath.Scheduler.ManagedStateTypeHandleRWscheduler.html#ManagedStateTypeHandleRW
643Pathfinding.ECS.JobRepairPath.Scheduler.MovementSettingsTypeHandleROscheduler.html#MovementSettingsTypeHandleRO
644Pathfinding.ECS.JobRepairPath.Scheduler.MovementStateTypeHandleRWscheduler.html#MovementStateTypeHandleRW
645Pathfinding.ECS.JobRepairPath.Scheduler.ReadyToTraverseOffMeshLinkTypeHandleRWscheduler.html#ReadyToTraverseOffMeshLinkTypeHandleRW
646Pathfinding.ECS.JobRepairPath.Scheduler.entityManagerHandlescheduler.html#entityManagerHandle
647Pathfinding.ECS.JobRepairPath.Scheduler.onlyApplyPendingPathsscheduler.html#onlyApplyPendingPaths
648Pathfinding.ECS.JobRepairPath.indicesScratchjobrepairpath.html#indicesScratch
649Pathfinding.ECS.JobRepairPath.nextCornersScratchjobrepairpath.html#nextCornersScratch
650Pathfinding.ECS.JobRepairPath.onlyApplyPendingPathsjobrepairpath.html#onlyApplyPendingPaths
651Pathfinding.ECS.JobRepairPath.schedulerjobrepairpath.html#scheduler
652Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.endPointOfFirstPartpathtracerinfo.html#endPointOfFirstPart
653Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.isStalepathtracerinfo.html#isStale
654Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.isStaleBackingpathtracerinfo.html#isStaleBacking
655Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.partCountpathtracerinfo.html#partCount
656Pathfinding.ECS.JobStartOffMeshLinkTransition.commandBufferjobstartoffmeshlinktransition.html#commandBuffer
657Pathfinding.ECS.JobSyncEntitiesToTransforms.entitiesjobsyncentitiestotransforms.html#entities
658Pathfinding.ECS.JobSyncEntitiesToTransforms.entityPositionsjobsyncentitiestotransforms.html#entityPositions
659Pathfinding.ECS.JobSyncEntitiesToTransforms.movementStatejobsyncentitiestotransforms.html#movementState
660Pathfinding.ECS.JobSyncEntitiesToTransforms.orientationYAxisForwardjobsyncentitiestotransforms.html#orientationYAxisForward
661Pathfinding.ECS.JobSyncEntitiesToTransforms.syncPositionWithTransformjobsyncentitiestotransforms.html#syncPositionWithTransform
662Pathfinding.ECS.JobSyncEntitiesToTransforms.syncRotationWithTransformjobsyncentitiestotransforms.html#syncRotationWithTransform
663Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.contextmanagedagentoffmeshlinktraversal.html#contextInternal context used to pass component data to the coroutine.
664Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.coroutinemanagedagentoffmeshlinktraversal.html#coroutineCoroutine which is used to traverse the link.
665Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.handlermanagedagentoffmeshlinktraversal.html#handler
666Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.stateMachinemanagedagentoffmeshlinktraversal.html#stateMachine
667Pathfinding.ECS.ManagedEntityAccess.entityManagermanagedentityaccess.html#entityManager
668Pathfinding.ECS.ManagedEntityAccess.handlemanagedentityaccess.html#handle
669Pathfinding.ECS.ManagedEntityAccess.readOnlymanagedentityaccess.html#readOnly
670Pathfinding.ECS.ManagedEntityAccess.this[EntityStorageInfo storage]managedentityaccess.html#thisEntityStorageInfostorage
671Pathfinding.ECS.ManagedMovementOverride.callbackmanagedmovementoverride.html#callback
672Pathfinding.ECS.ManagedMovementOverrides.entitymanagedmovementoverrides.html#entity
673Pathfinding.ECS.ManagedMovementOverrides.worldmanagedmovementoverrides.html#world
674Pathfinding.ECS.ManagedState.activePathmanagedstate.html#activePathPath that is being followed, if any. \n\nThe agent may have moved away from this path since it was calculated. So it may not be up to date.
675Pathfinding.ECS.ManagedState.autoRepathmanagedstate.html#autoRepathSettings for when to recalculate the path. \n\n[more in online documentation]
676Pathfinding.ECS.ManagedState.enableGravitymanagedstate.html#enableGravityTrue if gravity is enabled for this agent. \n\nThe agent will always fall down according to its own movement plane. The gravity applied is Physics.gravity.y.\n\nEnabling this will add the GravityState component to the entity.
677Pathfinding.ECS.ManagedState.enableLocalAvoidancemanagedstate.html#enableLocalAvoidanceTrue if local avoidance is enabled for this agent. \n\nEnabling this will automatically add a Pathfinding.ECS.RVO.RVOAgent component to the entity.\n\n[more in online documentation]
678Pathfinding.ECS.ManagedState.onTraverseOffMeshLinkmanagedstate.html#onTraverseOffMeshLinkCallback for when the agent starts to traverse an off-mesh link.
679Pathfinding.ECS.ManagedState.pathTracermanagedstate.html#pathTracerCalculates in which direction to move to follow the path.
680Pathfinding.ECS.ManagedState.pathfindingSettingsmanagedstate.html#pathfindingSettings
681Pathfinding.ECS.ManagedState.pendingPathmanagedstate.html#pendingPathPath that is being calculated, if any.
682Pathfinding.ECS.ManagedState.rvoSettingsmanagedstate.html#rvoSettingsLocal avoidance settings. \n\nWhen the agent has local avoidance enabled, these settings will be copied into a Pathfinding.ECS.RVO.RVOAgent component which is attached to the agent.\n\n[more in online documentation]
683Pathfinding.ECS.MovementControl.endOfPathmovementcontrol.html#endOfPathThe end of the current path. \n\nThis informs the local avoidance system about the final desired destination for the agent. This is used to make agents stop if the destination is crowded and it cannot reach its destination.\n\nIf this is not set, agents will often move forever around a crowded destination, always trying to find some way to get closer, but never finding it.
684Pathfinding.ECS.MovementControl.hierarchicalNodeIndexmovementcontrol.html#hierarchicalNodeIndexThe index of the hierarchical node that the agent is currently in. \n\nWill be -1 if the hierarchical node index is not known. \n\n[more in online documentation]
685Pathfinding.ECS.MovementControl.maxSpeedmovementcontrol.html#maxSpeedThe maximum speed at which the agent may move, in meters per second. \n\nIt is recommended to keep this slightly above speed, to allow the local avoidance system to move agents around more efficiently when necessary.
686Pathfinding.ECS.MovementControl.overrideLocalAvoidancemovementcontrol.html#overrideLocalAvoidanceIf true, this agent will ignore other agents during local avoidance, but other agents will still avoid this one. \n\nThis is useful for example for a player character which should not avoid other agents, but other agents should avoid the player.
687Pathfinding.ECS.MovementControl.rotationSpeedmovementcontrol.html#rotationSpeedThe speed at which the agent should rotate towards targetRotation + targetRotationOffset, in radians per second.
688Pathfinding.ECS.MovementControl.speedmovementcontrol.html#speedThe speed at which the agent should move towards targetPoint, in meters per second.
689Pathfinding.ECS.MovementControl.targetPointmovementcontrol.html#targetPointThe point the agent should move towards.
690Pathfinding.ECS.MovementControl.targetRotationmovementcontrol.html#targetRotationThe desired rotation of the agent, in radians, relative to the current movement plane. \n\n[more in online documentation]
691Pathfinding.ECS.MovementControl.targetRotationHintmovementcontrol.html#targetRotationHintThe desired rotation of the agent, in radians, over a longer time horizon, relative to the current movement plane. \n\nThe targetRotation is usually only over a very short time-horizon, usually a single simulation time step. This variable is used to provide a hint of where the agent wants to rotate to over a slightly longer time scale (on the order of a second or so). It is not used to control movement directly, but it may be used to guide animations, or rotation smoothing.\n\nIf no better hint is available, this should be set to the same value as targetRotation.\n\n[more in online documentation]
692Pathfinding.ECS.MovementControl.targetRotationOffsetmovementcontrol.html#targetRotationOffsetAdditive modifier to targetRotation, in radians. \n\nThis is used by the local avoidance system to rotate the agent, without this causing a feedback loop. This extra rotation will be ignored by the control system which decides how the agent *wants* to move. It will instead be directly applied to the agent.
693Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromGraph.movementPlanesjobmovementplanefromgraph.html#movementPlanes
694Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.dtjobmovementplanefromnavmeshnormal.html#dt
695Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.quejobmovementplanefromnavmeshnormal.html#que
696Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.verticesjobmovementplanefromnavmeshnormal.html#vertices
697Pathfinding.ECS.MovementPlaneFromGraphSystem.entityQueryGraphmovementplanefromgraphsystem.html#entityQueryGraph
698Pathfinding.ECS.MovementPlaneFromGraphSystem.entityQueryNormalmovementplanefromgraphsystem.html#entityQueryNormal
699Pathfinding.ECS.MovementPlaneFromGraphSystem.graphNodeQueuemovementplanefromgraphsystem.html#graphNodeQueue
700Pathfinding.ECS.MovementSettings.debugFlagsmovementsettings.html#debugFlagsFlags for enabling debug rendering in the scene view.
701Pathfinding.ECS.MovementSettings.followermovementsettings.html#followerAdditional movement settings.
702Pathfinding.ECS.MovementSettings.groundMaskmovementsettings.html#groundMaskLayer mask to use for ground placement. \n\nMake sure this does not include the layer of any colliders attached to this gameobject.\n\n[more in online documentation]
703Pathfinding.ECS.MovementSettings.isStoppedmovementsettings.html#isStoppedGets or sets if the agent should stop moving. \n\nIf this is set to true the agent will immediately start to slow down as quickly as it can to come to a full stop. The agent will still react to local avoidance and gravity (if applicable), but it will not try to move in any particular direction.\n\nThe current path of the agent will not be cleared, so when this is set to false again the agent will continue moving along the previous path.\n\nThis is a purely user-controlled parameter, so for example it is not set automatically when the agent stops moving because it has reached the target. Use reachedEndOfPath for that.\n\nIf this property is set to true while the agent is traversing an off-mesh link (RichAI script only), then the agent will continue traversing the link and stop once it has completed it.\n\n[more in online documentation]\nThe steeringTarget property will continue to indicate the point which the agent would move towards if it would not be stopped.
704Pathfinding.ECS.MovementSettings.positionSmoothingmovementsettings.html#positionSmoothingHow much to smooth the visual position of the agent. \n\nThis does not affect movement, but smoothes out the position of the agent visually.\n\nRecommended values are between 0.0 and 0.5. A value of zero will disable smoothing completely.\n\nThis will make the agent seem to lag slightly behind the internal position of the agent. It may also cut corners slightly.\n\nThe unit for this field is seconds.
705Pathfinding.ECS.MovementSettings.rotationSmoothingmovementsettings.html#rotationSmoothingHow much to smooth the visual rotation of the agent. \n\nThis does not affect movement, but smoothes out how the agent rotates visually.\n\nRecommended values are between 0.0 and 0.5. A value of zero will disable smoothing completely.\n\nThe smoothing is done primarily using an exponential moving average, but with a small linear term to make the rotation converge faster when the agent is almost facing the desired direction.\n\nAdding smoothing will make the visual rotation of the agent lag a bit behind the actual rotation. Too much smoothing may make the agent seem sluggish, and appear to move sideways.\n\nThe unit for this field is seconds.
706Pathfinding.ECS.MovementSettings.stopDistancemovementsettings.html#stopDistanceHow far away from the destination should the agent aim to stop, in world units. \n\nIf the agent is within this distance from the destination point it will be considered to have reached the destination.\n\nEven if you want the agent to stop precisely at a given point, it is recommended to keep this slightly above zero. If it is exactly zero, the agent may have a hard time deciding that it has actually reached the end of the path, due to floating point errors and such.\n\n[more in online documentation]
707Pathfinding.ECS.MovementState.ReachedDestinationFlagmovementstate.html#ReachedDestinationFlag
708Pathfinding.ECS.MovementState.ReachedEndOfPartFlagmovementstate.html#ReachedEndOfPartFlag
709Pathfinding.ECS.MovementState.ReachedEndOfPathFlagmovementstate.html#ReachedEndOfPathFlag
710Pathfinding.ECS.MovementState.TraversingLastPartFlagmovementstate.html#TraversingLastPartFlag
711Pathfinding.ECS.MovementState.closestOnNavmeshmovementstate.html#closestOnNavmeshThe closest point on the navmesh to the agent. \n\nThe agent will be snapped to this point.
712Pathfinding.ECS.MovementState.endOfPathmovementstate.html#endOfPathThe end of the current path. \n\nNote that the agent may be heading towards an off-mesh link which is not the same as this point.
713Pathfinding.ECS.MovementState.flagsmovementstate.html#flagsBitmask for various flags.
714Pathfinding.ECS.MovementState.followerStatemovementstate.html#followerStateState of the PID controller for the movement.
715Pathfinding.ECS.MovementState.graphIndexmovementstate.html#graphIndexThe index of the graph that the agent is currently traversing. \n\nWill be GraphNode.InvalidGraphIndex if the agent has no path, or the node that the agent is traversing has been destroyed.
716Pathfinding.ECS.MovementState.hierarchicalNodeIndexmovementstate.html#hierarchicalNodeIndexThe index of the hierarchical node that the agent is currently in. \n\nWill be -1 if the hierarchical node index is not known.\n\nThis field is valid during all system updates in the AIMovementSystemGroup. It is not guaranteed to be valid after that group has finished running, as graph updates may have changed the graph.\n\n[more in online documentation]
717Pathfinding.ECS.MovementState.isOnValidNodemovementstate.html#isOnValidNodeTrue if the agent is currently on a valid node. \n\nThis is true if the agent has a path, and the node that the agent is traversing is walkable and not destroyed.\n\nIf false, the hierarchicalNodeIndex and graphIndex fields are invalid.
718Pathfinding.ECS.MovementState.nextCornermovementstate.html#nextCornerThe next corner in the path.
719Pathfinding.ECS.MovementState.pathTracerVersionmovementstate.html#pathTracerVersionVersion number of PathTracer.version when the movement state was last updated. \n\nIn particular, closestOnNavmesh, nextCorner, endOfPath, remainingDistanceToEndOfPart, reachedDestination and reachedEndOfPath will only be considered up to date if this is equal to the current version number of the path tracer.
720Pathfinding.ECS.MovementState.positionOffsetmovementstate.html#positionOffsetOffset from the agent's internal position to its visual position. \n\nThis is used when position smoothing is enabled. Otherwise it is zero.
721Pathfinding.ECS.MovementState.reachedDestinationmovementstate.html#reachedDestinationTrue if the agent has reached its destination. \n\nThe destination will be considered reached if all of these conditions are met:\n- The agent has a path\n\n- The path is not stale\n\n- The destination is not significantly below the agent's feet.\n\n- The destination is not significantly above the agent's head.\n\n- The agent is on the last part of the path (there are no more remaining off-mesh links).\n\n- The remaining distance to the end of the path + the distance from the end of the path to the destination is less than MovementSettings.stopDistance.
722Pathfinding.ECS.MovementState.reachedDestinationAndOrientationmovementstate.html#reachedDestinationAndOrientationTrue if the agent has reached its destination and is facing the desired orientation. \n\nThis will become true if all of these conditions are met:\n- reachedDestination is true\n\n- The agent is facing the desired facing direction as specified in DestinationPoint.facingDirection.
723Pathfinding.ECS.MovementState.reachedDestinationAndOrientationFlagmovementstate.html#reachedDestinationAndOrientationFlag
724Pathfinding.ECS.MovementState.reachedEndOfPartmovementstate.html#reachedEndOfPartTrue if the agent has reached the end of the current part in the path. \n\nThe end of the current part will be considered reached if all of these conditions are met:\n- The agent has a path\n\n- The path is not stale\n\n- The end of the current part is not significantly below the agent's feet.\n\n- The end of the current part is not significantly above the agent's head.\n\n- The remaining distance to the end of the part is not significantly larger than the agent's radius.
725Pathfinding.ECS.MovementState.reachedEndOfPathmovementstate.html#reachedEndOfPathTrue if the agent has reached the end of the path. \n\nThe end of the path will be considered reached if all of these conditions are met:\n- The agent has a path\n\n- The path is not stale\n\n- The end of the path is not significantly below the agent's feet.\n\n- The end of the path is not significantly above the agent's head.\n\n- The agent is on the last part of the path (there are no more remaining off-mesh links).\n\n- The remaining distance to the end of the path is less than MovementSettings.stopDistance.
726Pathfinding.ECS.MovementState.reachedEndOfPathAndOrientationmovementstate.html#reachedEndOfPathAndOrientationTrue if the agent has reached its destination and is facing the desired orientation. \n\nThis will become true if all of these conditions are met:\n- reachedEndOfPath is true\n\n- The agent is facing the desired facing direction as specified in DestinationPoint.facingDirection.
727Pathfinding.ECS.MovementState.reachedEndOfPathAndOrientationFlagmovementstate.html#reachedEndOfPathAndOrientationFlag
728Pathfinding.ECS.MovementState.remainingDistanceToEndOfPartmovementstate.html#remainingDistanceToEndOfPartThe remaining distance until the end of the path, or the next off-mesh link.
729Pathfinding.ECS.MovementState.rotationOffsetmovementstate.html#rotationOffsetThe current additional rotation that is applied to the agent. \n\nThis is used by the local avoidance system to rotate the agent, without this causing a feedback loop.\n\n[more in online documentation]
730Pathfinding.ECS.MovementState.rotationOffset2movementstate.html#rotationOffset2An additional, purely visual, rotation offset. \n\nThis is used for rotation smoothing, but does not affect the movement of the agent.
731Pathfinding.ECS.MovementState.traversingLastPartmovementstate.html#traversingLastPartTrue if the agent is traversing the last part of the path. \n\nIf false, the agent will have to traverse at least one off-mesh link before it gets to its destination.
732Pathfinding.ECS.MovementStatistics.estimatedVelocitymovementstatistics.html#estimatedVelocityThe estimated velocity that the agent is moving with. \n\nThis includes all form of movement, including local avoidance and gravity.
733Pathfinding.ECS.MovementStatistics.lastPositionmovementstatistics.html#lastPositionThe position of the agent at the end of the last movement simulation step.
734Pathfinding.ECS.MovementTarget.isReachedmovementtarget.html#isReached
735Pathfinding.ECS.MovementTarget.reachedmovementtarget.html#reached
736Pathfinding.ECS.PollPendingPathsSystem.anyPendingPathspollpendingpathssystem.html#anyPendingPaths
737Pathfinding.ECS.PollPendingPathsSystem.entityQueryPreparepollpendingpathssystem.html#entityQueryPrepare
738Pathfinding.ECS.PollPendingPathsSystem.jobRepairPathSchedulerpollpendingpathssystem.html#jobRepairPathScheduler
739Pathfinding.ECS.PollPendingPathsSystem.onPathsCalculatedpollpendingpathssystem.html#onPathsCalculated
740Pathfinding.ECS.RVO.AgentIndex.DeletedBitagentindex.html#DeletedBit
741Pathfinding.ECS.RVO.AgentIndex.Indexagentindex.html#Index
742Pathfinding.ECS.RVO.AgentIndex.IndexMaskagentindex.html#IndexMask
743Pathfinding.ECS.RVO.AgentIndex.Validagentindex.html#Valid
744Pathfinding.ECS.RVO.AgentIndex.Versionagentindex.html#Version
745Pathfinding.ECS.RVO.AgentIndex.VersionMaskagentindex.html#VersionMask
746Pathfinding.ECS.RVO.AgentIndex.VersionOffsetagentindex.html#VersionOffset
747Pathfinding.ECS.RVO.AgentIndex.packedAgentIndexagentindex.html#packedAgentIndex
748Pathfinding.ECS.RVO.RVOAgent.Defaultrvoagent.html#DefaultGood default settings for an RVO agent.
749Pathfinding.ECS.RVO.RVOAgent.agentTimeHorizonrvoagent.html#agentTimeHorizonHow far into the future to look for collisions with other agents (in seconds)
750Pathfinding.ECS.RVO.RVOAgent.collidesWithrvoagent.html#collidesWithLayer mask specifying which layers this agent will avoid. \n\nYou can set it as CollidesWith = RVOLayer.DefaultAgent | RVOLayer.Layer3 | RVOLayer.Layer6 ...\n\nThis can be very useful in games which have multiple teams of some sort. For example you usually want the agents in one team to avoid each other, but you do not want them to avoid the enemies.\n\nThis field only affects which other agents that this agent will avoid, it does not affect how other agents react to this agent.\n\n[more in online documentation]
751Pathfinding.ECS.RVO.RVOAgent.debugrvoagent.html#debugEnables drawing debug information in the scene view.
752Pathfinding.ECS.RVO.RVOAgent.flowFollowingStrengthrvoagent.html#flowFollowingStrength
753Pathfinding.ECS.RVO.RVOAgent.layerrvoagent.html#layerSpecifies the avoidance layer for this agent. \n\nThe collidesWith mask on other agents will determine if they will avoid this agent.
754Pathfinding.ECS.RVO.RVOAgent.lockedrvoagent.html#lockedA locked unit cannot move. \n\nOther units will still avoid it but avoidance quality is not the best.
755Pathfinding.ECS.RVO.RVOAgent.maxNeighboursrvoagent.html#maxNeighboursMax number of other agents to take into account. \n\nA smaller value can reduce CPU load, a higher value can lead to better local avoidance quality.
756Pathfinding.ECS.RVO.RVOAgent.obstacleTimeHorizonrvoagent.html#obstacleTimeHorizonHow far into the future to look for collisions with obstacles (in seconds)
757Pathfinding.ECS.RVO.RVOAgent.priorityrvoagent.html#priorityHow strongly other agents will avoid this agent. \n\nUsually a value between 0 and 1. Agents with similar priorities will avoid each other with an equal strength. If an agent sees another agent with a higher priority than itself it will avoid that agent more strongly. In the extreme case (e.g this agent has a priority of 0 and the other agent has a priority of 1) it will treat the other agent as being a moving obstacle. Similarly if an agent sees another agent with a lower priority than itself it will avoid that agent less.\n\nIn general the avoidance strength for this agent is: <b>[code in online documentation]</b>
758Pathfinding.ECS.RVO.RVOAgent.priorityMultiplierrvoagent.html#priorityMultiplierPriority multiplier. \n\nThis functions identically to the priority, however it is not exposed in the Unity inspector. It is primarily used by the Pathfinding.RVO.RVODestinationCrowdedBehavior.
759Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentDatajobcopyfromentitiestorvosimulator.html#agentData
760Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentOffMeshLinkTraversalLookupjobcopyfromentitiestorvosimulator.html#agentOffMeshLinkTraversalLookup
761Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentOutputDatajobcopyfromentitiestorvosimulator.html#agentOutputData
762Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.dtjobcopyfromentitiestorvosimulator.html#dt
763Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.movementPlaneModejobcopyfromentitiestorvosimulator.html#movementPlaneMode
764Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.agentDatajobcopyfromrvosimulatortoentities.html#agentData
765Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.agentOutputDatajobcopyfromrvosimulatortoentities.html#agentOutputData
766Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.quadtreejobcopyfromrvosimulatortoentities.html#quadtree
767Pathfinding.ECS.RVO.RVOSystem.agentOffMeshLinkTraversalLookuprvosystem.html#agentOffMeshLinkTraversalLookup
768Pathfinding.ECS.RVO.RVOSystem.entityQueryrvosystem.html#entityQuery
769Pathfinding.ECS.RVO.RVOSystem.lastSimulatorrvosystem.html#lastSimulatorKeeps track of the last simulator that this RVOSystem saw. \n\nThis is a weak GCHandle to allow it to be stored in an ISystem.
770Pathfinding.ECS.RVO.RVOSystem.shouldBeAddedToSimulationrvosystem.html#shouldBeAddedToSimulation
771Pathfinding.ECS.RVO.RVOSystem.shouldBeRemovedFromSimulationrvosystem.html#shouldBeRemovedFromSimulation
772Pathfinding.ECS.RVO.RVOSystem.withAgentIndexrvosystem.html#withAgentIndex
773Pathfinding.ECS.ResolvedMovement.rotationSpeedresolvedmovement.html#rotationSpeedThe speed at which the agent should rotate towards targetRotation + targetRotationOffset, in radians per second.
774Pathfinding.ECS.ResolvedMovement.speedresolvedmovement.html#speedThe speed at which the agent should move towards targetPoint, in meters per second.
775Pathfinding.ECS.ResolvedMovement.targetPointresolvedmovement.html#targetPointThe point the agent should move towards.
776Pathfinding.ECS.ResolvedMovement.targetRotationresolvedmovement.html#targetRotationThe desired rotation of the agent, in radians, relative to the current movement plane. \n\n[more in online documentation]
777Pathfinding.ECS.ResolvedMovement.targetRotationHintresolvedmovement.html#targetRotationHintThe desired rotation of the agent, in radians, over a longer time horizon, relative to the current movement plane. \n\nThe targetRotation is usually only over a very short time-horizon, usually a single simulation time step. This variable is used to provide a hint of where the agent wants to rotate to over a slightly longer time scale (on the order of a second or so). It is not used to control movement directly, but it may be used to guide animations, or rotation smoothing.\n\nIf no better hint is available, this should be set to the same value as targetRotation.\n\n[more in online documentation]
778Pathfinding.ECS.ResolvedMovement.targetRotationOffsetresolvedmovement.html#targetRotationOffsetAdditive modifier to targetRotation, in radians. \n\nThis is used by the local avoidance system to rotate the agent, without this causing a feedback loop. This extra rotation will be ignored by the control system which decides how the agent *wants* to move. It will instead be directly applied to the agent.
779Pathfinding.ECS.ResolvedMovement.turningRadiusMultiplierresolvedmovement.html#turningRadiusMultiplier
780Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.entitiessynctransformstoentitiesjob.html#entities
781Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.entityPositionssynctransformstoentitiesjob.html#entityPositions
782Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.movementStatesynctransformstoentitiesjob.html#movementState
783Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.orientationYAxisForwardsynctransformstoentitiesjob.html#orientationYAxisForward
784Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.syncPositionWithTransformsynctransformstoentitiesjob.html#syncPositionWithTransform
785Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.syncRotationWithTransformsynctransformstoentitiesjob.html#syncRotationWithTransform
786Pathfinding.ECS.SyncTransformsToEntitiesSystem.YAxisForwardToZAxisForwardsynctransformstoentitiessystem.html#YAxisForwardToZAxisForward
787Pathfinding.ECS.SyncTransformsToEntitiesSystem.ZAxisForwardToYAxisForwardsynctransformstoentitiessystem.html#ZAxisForwardToYAxisForward
788Pathfinding.EditorBase.cachedTooltipseditorbase.html#cachedTooltips
789Pathfinding.EditorBase.cachedURLseditorbase.html#cachedURLs
790Pathfinding.EditorBase.contenteditorbase.html#content
791Pathfinding.EditorBase.getDocumentationURLeditorbase.html#getDocumentationURL
792Pathfinding.EditorBase.noOptionseditorbase.html#noOptions
793Pathfinding.EditorBase.propseditorbase.html#props
794Pathfinding.EditorBase.remainingUnhandledPropertieseditorbase.html#remainingUnhandledProperties
795Pathfinding.EditorBase.showInDocContenteditorbase.html#showInDocContent
796Pathfinding.EditorGUILayoutx.dummyListeditorguilayoutx.html#dummyList
797Pathfinding.EditorGUILayoutx.lastUpdateTickeditorguilayoutx.html#lastUpdateTick
798Pathfinding.EditorGUILayoutx.layerNameseditorguilayoutx.html#layerNames
799Pathfinding.EditorResourceHelper.GizmoLineMaterialeditorresourcehelper.html#GizmoLineMaterial
800Pathfinding.EditorResourceHelper.GizmoSurfaceMaterialeditorresourcehelper.html#GizmoSurfaceMaterial
801Pathfinding.EditorResourceHelper.HandlesAALineTextureeditorresourcehelper.html#HandlesAALineTexture
802Pathfinding.EditorResourceHelper.editorAssetseditorresourcehelper.html#editorAssetsPath to the editor assets folder for the A* Pathfinding Project. \n\nIf this path turns out to be incorrect, the script will try to find the correct path \n\n[more in online documentation]
803Pathfinding.EditorResourceHelper.handlesAALineTexeditorresourcehelper.html#handlesAALineTex
804Pathfinding.EditorResourceHelper.lineMateditorresourcehelper.html#lineMat
805Pathfinding.EditorResourceHelper.surfaceMateditorresourcehelper.html#surfaceMat
806Pathfinding.EndingConditionDistance.maxGScoreendingconditiondistance.html#maxGScoreMax G score a node may have.
807Pathfinding.EndingConditionProximity.maxDistanceendingconditionproximity.html#maxDistanceMaximum world distance to the target node before terminating the path.
808Pathfinding.Examples.AnimationLinkTraverser.aianimationlinktraverser.html#ai
809Pathfinding.Examples.AnimationLinkTraverser.animanimationlinktraverser.html#anim
810Pathfinding.Examples.Astar3DButton.nodeastar3dbutton.html#node
811Pathfinding.Examples.BezierMover.averageCurvaturebeziermover.html#averageCurvature
812Pathfinding.Examples.BezierMover.pointsbeziermover.html#points
813Pathfinding.Examples.BezierMover.speedbeziermover.html#speed
814Pathfinding.Examples.BezierMover.tiltAmountbeziermover.html#tiltAmount
815Pathfinding.Examples.BezierMover.tiltSmoothingbeziermover.html#tiltSmoothing
816Pathfinding.Examples.BezierMover.timebeziermover.html#time
817Pathfinding.Examples.DocumentationButton.UrlBasedocumentationbutton.html#UrlBase
818Pathfinding.Examples.DocumentationButton.pagedocumentationbutton.html#page
819Pathfinding.Examples.DoorController.boundsdoorcontroller.html#bounds
820Pathfinding.Examples.DoorController.closedtagdoorcontroller.html#closedtag
821Pathfinding.Examples.DoorController.opendoorcontroller.html#open
822Pathfinding.Examples.DoorController.opentagdoorcontroller.html#opentag
823Pathfinding.Examples.DoorController.updateGraphsWithGUOdoorcontroller.html#updateGraphsWithGUO
824Pathfinding.Examples.DoorController.yOffsetdoorcontroller.html#yOffset
825Pathfinding.Examples.GroupController.adjustCameragroupcontroller.html#adjustCamera
826Pathfinding.Examples.GroupController.camgroupcontroller.html#cam
827Pathfinding.Examples.GroupController.endgroupcontroller.html#end
828Pathfinding.Examples.GroupController.rad2Deggroupcontroller.html#rad2DegRadians to degrees constant.
829Pathfinding.Examples.GroupController.selectiongroupcontroller.html#selection
830Pathfinding.Examples.GroupController.selectionBoxgroupcontroller.html#selectionBox
831Pathfinding.Examples.GroupController.simgroupcontroller.html#sim
832Pathfinding.Examples.GroupController.startgroupcontroller.html#start
833Pathfinding.Examples.GroupController.wasDowngroupcontroller.html#wasDown
834Pathfinding.Examples.HexagonTrigger.animhexagontrigger.html#anim
835Pathfinding.Examples.HexagonTrigger.visiblehexagontrigger.html#visible
836Pathfinding.Examples.HighlightOnHover.highlighthighlightonhover.html#highlight
837Pathfinding.Examples.Interactable.ActivateParticleSystem.particleSystemactivateparticlesystem.html#particleSystem
838Pathfinding.Examples.Interactable.AnimatorPlay.animatoranimatorplay.html#animator
839Pathfinding.Examples.Interactable.AnimatorPlay.normalizedTimeanimatorplay.html#normalizedTime
840Pathfinding.Examples.Interactable.AnimatorPlay.stateNameanimatorplay.html#stateName
841Pathfinding.Examples.Interactable.AnimatorSetBoolAction.animatoranimatorsetboolaction.html#animator
842Pathfinding.Examples.Interactable.AnimatorSetBoolAction.propertyNameanimatorsetboolaction.html#propertyName
843Pathfinding.Examples.Interactable.AnimatorSetBoolAction.valueanimatorsetboolaction.html#value
844Pathfinding.Examples.Interactable.CallFunction.functioncallfunction.html#function
845Pathfinding.Examples.Interactable.CoroutineActioninteractable.html#CoroutineAction
846Pathfinding.Examples.Interactable.DelayAction.delaydelayaction.html#delay
847Pathfinding.Examples.Interactable.InstantiatePrefab.positioninstantiateprefab.html#position
848Pathfinding.Examples.Interactable.InstantiatePrefab.prefabinstantiateprefab.html#prefab
849Pathfinding.Examples.Interactable.InteractAction.interactableinteractaction.html#interactable
850Pathfinding.Examples.Interactable.MoveToAction.destinationmovetoaction.html#destination
851Pathfinding.Examples.Interactable.MoveToAction.useRotationmovetoaction.html#useRotation
852Pathfinding.Examples.Interactable.MoveToAction.waitUntilReachedmovetoaction.html#waitUntilReached
853Pathfinding.Examples.Interactable.SetObjectActiveAction.activesetobjectactiveaction.html#active
854Pathfinding.Examples.Interactable.SetObjectActiveAction.targetsetobjectactiveaction.html#target
855Pathfinding.Examples.Interactable.SetTransformAction.setPositionsettransformaction.html#setPosition
856Pathfinding.Examples.Interactable.SetTransformAction.setRotationsettransformaction.html#setRotation
857Pathfinding.Examples.Interactable.SetTransformAction.setScalesettransformaction.html#setScale
858Pathfinding.Examples.Interactable.SetTransformAction.sourcesettransformaction.html#source
859Pathfinding.Examples.Interactable.SetTransformAction.transformsettransformaction.html#transform
860Pathfinding.Examples.Interactable.TeleportAgentAction.destinationteleportagentaction.html#destination
861Pathfinding.Examples.Interactable.TeleportAgentOnLinkAction.Destinationteleportagentonlinkaction.html#Destination
862Pathfinding.Examples.Interactable.TeleportAgentOnLinkAction.destinationteleportagentonlinkaction.html#destination
863Pathfinding.Examples.Interactable.actionsinteractable.html#actions
864Pathfinding.Examples.InteractableEditor.actionsinteractableeditor.html#actions
865Pathfinding.Examples.LightweightRVO.LightweightAgentData.colorlightweightagentdata.html#color
866Pathfinding.Examples.LightweightRVO.LightweightAgentData.maxSpeedlightweightagentdata.html#maxSpeed
867Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.AlignAgentWithMovementDirectionJob.deltaTimealignagentwithmovementdirectionjob.html#deltaTime
868Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.AlignAgentWithMovementDirectionJob.rotationSpeedalignagentwithmovementdirectionjob.html#rotationSpeed
869Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.JobControlAgents.debugjobcontrolagents.html#debug
870Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.JobControlAgents.deltaTimejobcontrolagents.html#deltaTime
871Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.debuglightweightrvocontrolsystem.html#debugDetermines what kind of debug info the RVO system should render as gizmos.
872Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.entityQueryControllightweightrvocontrolsystem.html#entityQueryControl
873Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.entityQueryDirectionlightweightrvocontrolsystem.html#entityQueryDirection
874Pathfinding.Examples.LightweightRVO.LightweightRVOMoveSystem.JobMoveAgents.deltaTimejobmoveagents.html#deltaTime
875Pathfinding.Examples.LightweightRVO.LightweightRVOMoveSystem.entityQuerylightweightrvomovesystem.html#entityQuery
876Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.renderingOffsetjobgeneratemesh.html#renderingOffset
877Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.trisjobgeneratemesh.html#tris
878Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.vertsjobgeneratemesh.html#verts
879Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.colorvertex.html#color
880Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.positionvertex.html#position
881Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.uvvertex.html#uv
882Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.entityQuerylightweightrvorendersystem.html#entityQuery
883Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.materiallightweightrvorendersystem.html#materialMaterial for rendering.
884Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.meshlightweightrvorendersystem.html#meshMesh for rendering.
885Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.renderingOffsetlightweightrvorendersystem.html#renderingOffsetOffset with which to render the mesh from the agent's original positions.
886Pathfinding.Examples.LightweightRVO.RVOExampleTypelightweightrvo.html#RVOExampleType
887Pathfinding.Examples.LightweightRVO.agentCountlightweightrvo.html#agentCountNumber of agents created at start.
888Pathfinding.Examples.LightweightRVO.agentTimeHorizonlightweightrvo.html#agentTimeHorizonHow far in the future too look for agents.
889Pathfinding.Examples.LightweightRVO.debuglightweightrvo.html#debugBitmas of debugging options to enable for the agents.
890Pathfinding.Examples.LightweightRVO.exampleScalelightweightrvo.html#exampleScaleHow large is the area in which the agents are distributed when starting the simulation.
891Pathfinding.Examples.LightweightRVO.materiallightweightrvo.html#material
892Pathfinding.Examples.LightweightRVO.maxNeighbourslightweightrvo.html#maxNeighboursMax number of neighbour agents to take into account.
893Pathfinding.Examples.LightweightRVO.maxSpeedlightweightrvo.html#maxSpeedMax speed for an agent.
894Pathfinding.Examples.LightweightRVO.obstacleTimeHorizonlightweightrvo.html#obstacleTimeHorizonHow far in the future too look for obstacles.
895Pathfinding.Examples.LightweightRVO.radiuslightweightrvo.html#radiusAgent radius.
896Pathfinding.Examples.LightweightRVO.renderingOffsetlightweightrvo.html#renderingOffsetOffset from the agent position the actual drawn postition. \n\nUsed to get rid of z-buffer issues
897Pathfinding.Examples.LightweightRVO.typelightweightrvo.html#typeHow the agents are distributed when starting the simulation.
898Pathfinding.Examples.LocalSpaceRichAI.graphlocalspacerichai.html#graphRoot of the object we are moving on.
899Pathfinding.Examples.ManualRVOAgent.rvomanualrvoagent.html#rvo
900Pathfinding.Examples.ManualRVOAgent.speedmanualrvoagent.html#speed
901Pathfinding.Examples.MecanimBridge.InputMagnitudeKeymecanimbridge.html#InputMagnitudeKey
902Pathfinding.Examples.MecanimBridge.InputMagnitudeKeyHashmecanimbridge.html#InputMagnitudeKeyHash
903Pathfinding.Examples.MecanimBridge.NormalizedSpeedKeymecanimbridge.html#NormalizedSpeedKey
904Pathfinding.Examples.MecanimBridge.NormalizedSpeedKeyHashmecanimbridge.html#NormalizedSpeedKeyHash
905Pathfinding.Examples.MecanimBridge.XAxisKeymecanimbridge.html#XAxisKey
906Pathfinding.Examples.MecanimBridge.XAxisKeyHashmecanimbridge.html#XAxisKeyHash
907Pathfinding.Examples.MecanimBridge.YAxisKeymecanimbridge.html#YAxisKey
908Pathfinding.Examples.MecanimBridge.YAxisKeyHashmecanimbridge.html#YAxisKeyHash
909Pathfinding.Examples.MecanimBridge.aimecanimbridge.html#aiCached reference to the movement script.
910Pathfinding.Examples.MecanimBridge.angularVelocitySmoothingmecanimbridge.html#angularVelocitySmoothingSmoothing factor for the angular velocity, in seconds. \n\n[more in online documentation]
911Pathfinding.Examples.MecanimBridge.animmecanimbridge.html#animCached Animator component.
912Pathfinding.Examples.MecanimBridge.footTransformsmecanimbridge.html#footTransformsCached reference to the left and right feet.
913Pathfinding.Examples.MecanimBridge.naturalSpeedmecanimbridge.html#naturalSpeed
914Pathfinding.Examples.MecanimBridge.prevFootPosmecanimbridge.html#prevFootPosPosition of the left and right feet during the previous frame.
915Pathfinding.Examples.MecanimBridge.smoothedRotationSpeedmecanimbridge.html#smoothedRotationSpeed
916Pathfinding.Examples.MecanimBridge.smoothedVelocitymecanimbridge.html#smoothedVelocity
917Pathfinding.Examples.MecanimBridge.trmecanimbridge.html#trCached Transform component.
918Pathfinding.Examples.MecanimBridge.velocitySmoothingmecanimbridge.html#velocitySmoothingSmoothing factor for the velocity, in seconds.
919Pathfinding.Examples.MecanimBridge2D.RotationModemecanimbridge2d.html#RotationMode
920Pathfinding.Examples.MecanimBridge2D.aimecanimbridge2d.html#aiCached reference to the movement script.
921Pathfinding.Examples.MecanimBridge2D.animmecanimbridge2d.html#animCached Animator component.
922Pathfinding.Examples.MecanimBridge2D.naturalSpeedmecanimbridge2d.html#naturalSpeedThe natural movement speed is the speed that the animations are designed for. \n\nOne can for example configure the animator to speed up the animation if the agent moves faster than this, or slow it down if the agent moves slower than this.
923Pathfinding.Examples.MecanimBridge2D.rotationModemecanimbridge2d.html#rotationModeHow the agent's rotation is handled. \n\n[more in online documentation]
924Pathfinding.Examples.MecanimBridge2D.smoothedVelocitymecanimbridge2d.html#smoothedVelocity
925Pathfinding.Examples.MecanimBridge2D.velocitySmoothingmecanimbridge2d.html#velocitySmoothingHow much to smooth the velocity of the agent. \n\nThe velocity will be smoothed out over approximately this number of seconds. A value of zero indicates no smoothing.
926Pathfinding.Examples.MineBotAI.animationSpeedminebotai.html#animationSpeedSpeed relative to velocity with which to play animations.
927Pathfinding.Examples.MineBotAI.endOfPathEffectminebotai.html#endOfPathEffectEffect which will be instantiated when end of path is reached. \n\n[more in online documentation]
928Pathfinding.Examples.MineBotAI.sleepVelocityminebotai.html#sleepVelocityMinimum velocity for moving.
929Pathfinding.Examples.MineBotAnimation.NormalizedSpeedKeyminebotanimation.html#NormalizedSpeedKey
930Pathfinding.Examples.MineBotAnimation.NormalizedSpeedKeyHashminebotanimation.html#NormalizedSpeedKeyHash
931Pathfinding.Examples.MineBotAnimation.aiminebotanimation.html#ai
932Pathfinding.Examples.MineBotAnimation.animminebotanimation.html#animAnimator component.
933Pathfinding.Examples.MineBotAnimation.endOfPathEffectminebotanimation.html#endOfPathEffectEffect which will be instantiated when end of path is reached. \n\n[more in online documentation]
934Pathfinding.Examples.MineBotAnimation.isAtEndOfPathminebotanimation.html#isAtEndOfPath
935Pathfinding.Examples.MineBotAnimation.lastTargetminebotanimation.html#lastTargetPoint for the last spawn of endOfPathEffect.
936Pathfinding.Examples.MineBotAnimation.naturalSpeedminebotanimation.html#naturalSpeedThe natural movement speed is the speed that the animations are designed for. \n\nOne can for example configure the animator to speed up the animation if the agent moves faster than this, or slow it down if the agent moves slower than this.
937Pathfinding.Examples.MineBotAnimation.trminebotanimation.html#tr
938Pathfinding.Examples.ObjectPlacer.alignToSurfaceobjectplacer.html#alignToSurfaceAlign created objects to the surface normal where it is created.
939Pathfinding.Examples.ObjectPlacer.directobjectplacer.html#directFlush Graph Updates directly after placing. \n\nSlower, but updates are applied immidiately
940Pathfinding.Examples.ObjectPlacer.goobjectplacer.html#goGameObject to place. \n\nWhen using a Grid Graph you need to make sure the object's layer is included in the collision mask in the GridGraph settings.
941Pathfinding.Examples.ObjectPlacer.issueGUOsobjectplacer.html#issueGUOsIssue a graph update object after placement.
942Pathfinding.Examples.ObjectPlacer.lastPlacedTimeobjectplacer.html#lastPlacedTime
943Pathfinding.Examples.ObjectPlacer.offsetobjectplacer.html#offsetGlobal offset of the placed object relative to the mouse cursor.
944Pathfinding.Examples.ObjectPlacer.randomizeRotationobjectplacer.html#randomizeRotationRandomize rotation of the placed object.
945Pathfinding.Examples.PathTypesDemo.DemoModepathtypesdemo.html#DemoMode
946Pathfinding.Examples.PathTypesDemo.activeDemopathtypesdemo.html#activeDemo
947Pathfinding.Examples.PathTypesDemo.aimStrengthpathtypesdemo.html#aimStrength
948Pathfinding.Examples.PathTypesDemo.constantPathMeshGopathtypesdemo.html#constantPathMeshGo
949Pathfinding.Examples.PathTypesDemo.endpathtypesdemo.html#endTarget point of paths.
950Pathfinding.Examples.PathTypesDemo.lastFloodPathpathtypesdemo.html#lastFloodPath
951Pathfinding.Examples.PathTypesDemo.lastPathpathtypesdemo.html#lastPath
952Pathfinding.Examples.PathTypesDemo.lastRenderpathtypesdemo.html#lastRender
953Pathfinding.Examples.PathTypesDemo.lineMatpathtypesdemo.html#lineMatMaterial used for rendering paths.
954Pathfinding.Examples.PathTypesDemo.lineWidthpathtypesdemo.html#lineWidth
955Pathfinding.Examples.PathTypesDemo.multipointspathtypesdemo.html#multipoints
956Pathfinding.Examples.PathTypesDemo.onlyShortestPathpathtypesdemo.html#onlyShortestPath
957Pathfinding.Examples.PathTypesDemo.pathOffsetpathtypesdemo.html#pathOffsetOffset from the real path to where it is rendered. \n\nUsed to avoid z-fighting
958Pathfinding.Examples.PathTypesDemo.searchLengthpathtypesdemo.html#searchLength
959Pathfinding.Examples.PathTypesDemo.spreadpathtypesdemo.html#spread
960Pathfinding.Examples.PathTypesDemo.squareMatpathtypesdemo.html#squareMatMaterial used for rendering result of the ConstantPath.
961Pathfinding.Examples.PathTypesDemo.startpathtypesdemo.html#startStart of paths.
962Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.densityproceduralprefab.html#densityNumber of objects per square world unit.
963Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.maxScaleproceduralprefab.html#maxScaleMaximum scale of prefab.
964Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.minScaleproceduralprefab.html#minScaleMinimum scale of prefab.
965Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinproceduralprefab.html#perlinMultiply by [perlin noise]. \n\nValue from 0 to 1 indicating weight.
966Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinOffsetproceduralprefab.html#perlinOffsetSome offset to avoid identical density maps.
967Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinPowerproceduralprefab.html#perlinPowerPerlin will be raised to this power. \n\nA higher value gives more distinct edges
968Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinScaleproceduralprefab.html#perlinScalePerlin noise scale. \n\nA higher value spreads out the maximums and minimums of the density.
969Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.prefabproceduralprefab.html#prefabPrefab to use.
970Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.randomproceduralprefab.html#randomMultiply by [random]. \n\nValue from 0 to 1 indicating weight.
971Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.randomRotationproceduralprefab.html#randomRotation
972Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.singleFixedproceduralprefab.html#singleFixedIf checked, a single object will be created in the center of each tile.
973Pathfinding.Examples.ProceduralWorld.ProceduralTile.destroyedproceduraltile.html#destroyed
974Pathfinding.Examples.ProceduralWorld.ProceduralTile.ieproceduraltile.html#ie
975Pathfinding.Examples.ProceduralWorld.ProceduralTile.rndproceduraltile.html#rnd
976Pathfinding.Examples.ProceduralWorld.ProceduralTile.rootproceduraltile.html#root
977Pathfinding.Examples.ProceduralWorld.ProceduralTile.worldproceduraltile.html#world
978Pathfinding.Examples.ProceduralWorld.ProceduralTile.xproceduraltile.html#x
979Pathfinding.Examples.ProceduralWorld.ProceduralTile.zproceduraltile.html#z
980Pathfinding.Examples.ProceduralWorld.RotationRandomnessproceduralworld.html#RotationRandomness
981Pathfinding.Examples.ProceduralWorld.disableAsyncLoadWithinRangeproceduralworld.html#disableAsyncLoadWithinRange
982Pathfinding.Examples.ProceduralWorld.prefabsproceduralworld.html#prefabs
983Pathfinding.Examples.ProceduralWorld.rangeproceduralworld.html#rangeHow far away to generate tiles.
984Pathfinding.Examples.ProceduralWorld.staticBatchingproceduralworld.html#staticBatchingEnable static batching on generated tiles. \n\nWill improve overall FPS, but might cause FPS drops on some frames when static batching is done
985Pathfinding.Examples.ProceduralWorld.subTilesproceduralworld.html#subTiles
986Pathfinding.Examples.ProceduralWorld.targetproceduralworld.html#target
987Pathfinding.Examples.ProceduralWorld.tileGenerationQueueproceduralworld.html#tileGenerationQueue
988Pathfinding.Examples.ProceduralWorld.tileSizeproceduralworld.html#tileSizeWorld size of tiles.
989Pathfinding.Examples.ProceduralWorld.tilesproceduralworld.html#tilesAll tiles.
990Pathfinding.Examples.RTS.BTContext.animatorbtcontext.html#animator
991Pathfinding.Examples.RTS.BTContext.transformbtcontext.html#transform
992Pathfinding.Examples.RTS.BTContext.unitbtcontext.html#unit
993Pathfinding.Examples.RTS.BTMove.destinationbtmove.html#destination
994Pathfinding.Examples.RTS.BTNode.lastStatusbtnode.html#lastStatus
995Pathfinding.Examples.RTS.BTSelector.childIndexbtselector.html#childIndex
996Pathfinding.Examples.RTS.BTSelector.childrenbtselector.html#children
997Pathfinding.Examples.RTS.BTSequence.childIndexbtsequence.html#childIndex
998Pathfinding.Examples.RTS.BTSequence.childrenbtsequence.html#children
999Pathfinding.Examples.RTS.BTTransparent.childbttransparent.html#child
1000Pathfinding.Examples.RTS.Binding.getterbinding.html#getter
1001Pathfinding.Examples.RTS.Binding.setterbinding.html#setter
1002Pathfinding.Examples.RTS.Binding.valbinding.html#val
1003Pathfinding.Examples.RTS.Binding.valuebinding.html#value
1004Pathfinding.Examples.RTS.Condition.predicatecondition.html#predicate
1005Pathfinding.Examples.RTS.FindClosestUnit.reservefindclosestunit.html#reserve
1006Pathfinding.Examples.RTS.FindClosestUnit.targetfindclosestunit.html#target
1007Pathfinding.Examples.RTS.FindClosestUnit.typefindclosestunit.html#type
1008Pathfinding.Examples.RTS.Harvest.durationharvest.html#duration
1009Pathfinding.Examples.RTS.Harvest.resourceharvest.html#resource
1010Pathfinding.Examples.RTS.Harvest.timeharvest.html#time
1011Pathfinding.Examples.RTS.MovementModerts.html#MovementMode
1012Pathfinding.Examples.RTS.Once.childonce.html#child
1013Pathfinding.Examples.RTS.RTSAudio.Source.availablesource.html#available
1014Pathfinding.Examples.RTS.RTSAudio.Source.sourcesource.html#source
1015Pathfinding.Examples.RTS.RTSAudio.sourcesrtsaudio.html#sources
1016Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.buildingTimeunititem.html#buildingTime
1017Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.costunititem.html#cost
1018Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.menuItemunititem.html#menuItem
1019Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.prefabunititem.html#prefab
1020Pathfinding.Examples.RTS.RTSBuildingBarracks.itemsrtsbuildingbarracks.html#items
1021Pathfinding.Examples.RTS.RTSBuildingBarracks.maxQueueSizertsbuildingbarracks.html#maxQueueSize
1022Pathfinding.Examples.RTS.RTSBuildingBarracks.menurtsbuildingbarracks.html#menu
1023Pathfinding.Examples.RTS.RTSBuildingBarracks.queuertsbuildingbarracks.html#queue
1024Pathfinding.Examples.RTS.RTSBuildingBarracks.queueProgressFractionrtsbuildingbarracks.html#queueProgressFraction
1025Pathfinding.Examples.RTS.RTSBuildingBarracks.queueStartTimertsbuildingbarracks.html#queueStartTime
1026Pathfinding.Examples.RTS.RTSBuildingBarracks.rallyPointrtsbuildingbarracks.html#rallyPoint
1027Pathfinding.Examples.RTS.RTSBuildingBarracks.spawnPointrtsbuildingbarracks.html#spawnPoint
1028Pathfinding.Examples.RTS.RTSBuildingBarracks.unitrtsbuildingbarracks.html#unit
1029Pathfinding.Examples.RTS.RTSBuildingButton.costrtsbuildingbutton.html#cost
1030Pathfinding.Examples.RTS.RTSBuildingButton.prefabrtsbuildingbutton.html#prefab
1031Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.iconqueitem.html#icon
1032Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.progressqueitem.html#progress
1033Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.rootqueitem.html#root
1034Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.parentuiitem.html#parent
1035Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.queItemsuiitem.html#queItems
1036Pathfinding.Examples.RTS.RTSBuildingQueueUI.buildingrtsbuildingqueueui.html#building
1037Pathfinding.Examples.RTS.RTSBuildingQueueUI.itemrtsbuildingqueueui.html#item
1038Pathfinding.Examples.RTS.RTSBuildingQueueUI.prefabrtsbuildingqueueui.html#prefab
1039Pathfinding.Examples.RTS.RTSBuildingQueueUI.screenOffsetrtsbuildingqueueui.html#screenOffset
1040Pathfinding.Examples.RTS.RTSBuildingQueueUI.worldOffsetrtsbuildingqueueui.html#worldOffset
1041Pathfinding.Examples.RTS.RTSHarvestableResource.harvestablertsharvestableresource.html#harvestable
1042Pathfinding.Examples.RTS.RTSHarvestableResource.resourceTypertsharvestableresource.html#resourceType
1043Pathfinding.Examples.RTS.RTSHarvestableResource.valuertsharvestableresource.html#value
1044Pathfinding.Examples.RTS.RTSHarvester.animatorrtsharvester.html#animator
1045Pathfinding.Examples.RTS.RTSHarvester.behavertsharvester.html#behave
1046Pathfinding.Examples.RTS.RTSHarvester.ctxrtsharvester.html#ctx
1047Pathfinding.Examples.RTS.RTSHarvester.unitrtsharvester.html#unit
1048Pathfinding.Examples.RTS.RTSManager.PlayerCountrtsmanager.html#PlayerCount
1049Pathfinding.Examples.RTS.RTSManager.audioManagerrtsmanager.html#audioManager
1050Pathfinding.Examples.RTS.RTSManager.instancertsmanager.html#instance
1051Pathfinding.Examples.RTS.RTSManager.playersrtsmanager.html#players
1052Pathfinding.Examples.RTS.RTSManager.unitsrtsmanager.html#units
1053Pathfinding.Examples.RTS.RTSPlayer.indexrtsplayer.html#index
1054Pathfinding.Examples.RTS.RTSPlayer.resourcesrtsplayer.html#resources
1055Pathfinding.Examples.RTS.RTSPlayerResources.resourcesrtsplayerresources.html#resources
1056Pathfinding.Examples.RTS.RTSResourceDeterioration.initialResourcesrtsresourcedeterioration.html#initialResources
1057Pathfinding.Examples.RTS.RTSResourceDeterioration.maxOffsetrtsresourcedeterioration.html#maxOffset
1058Pathfinding.Examples.RTS.RTSResourceDeterioration.offsetRootrtsresourcedeterioration.html#offsetRoot
1059Pathfinding.Examples.RTS.RTSResourceDeterioration.resourcertsresourcedeterioration.html#resource
1060Pathfinding.Examples.RTS.RTSResourceView.Item.labelitem2.html#label
1061Pathfinding.Examples.RTS.RTSResourceView.Item.nameitem2.html#name
1062Pathfinding.Examples.RTS.RTSResourceView.Item.resourceitem2.html#resource
1063Pathfinding.Examples.RTS.RTSResourceView.Item.smoothedValueitem2.html#smoothedValue
1064Pathfinding.Examples.RTS.RTSResourceView.adjustmentSpeedrtsresourceview.html#adjustmentSpeed
1065Pathfinding.Examples.RTS.RTSResourceView.itemsrtsresourceview.html#items
1066Pathfinding.Examples.RTS.RTSResourceView.teamrtsresourceview.html#team
1067Pathfinding.Examples.RTS.RTSTimedDestruction.timertstimeddestruction.html#time
1068Pathfinding.Examples.RTS.RTSUI.Menu.itemPrefabmenu.html#itemPrefab
1069Pathfinding.Examples.RTS.RTSUI.Menu.rootmenu.html#root
1070Pathfinding.Examples.RTS.RTSUI.MenuItem.descriptionmenuitem.html#description
1071Pathfinding.Examples.RTS.RTSUI.MenuItem.iconmenuitem.html#icon
1072Pathfinding.Examples.RTS.RTSUI.MenuItem.labelmenuitem.html#label
1073Pathfinding.Examples.RTS.RTSUI.Statertsui.html#State
1074Pathfinding.Examples.RTS.RTSUI.activertsui.html#active
1075Pathfinding.Examples.RTS.RTSUI.activeMenurtsui.html#activeMenu
1076Pathfinding.Examples.RTS.RTSUI.buildingInfortsui.html#buildingInfo
1077Pathfinding.Examples.RTS.RTSUI.buildingPreviewrtsui.html#buildingPreview
1078Pathfinding.Examples.RTS.RTSUI.clickrtsui.html#click
1079Pathfinding.Examples.RTS.RTSUI.clickFallbackrtsui.html#clickFallback
1080Pathfinding.Examples.RTS.RTSUI.dragStartrtsui.html#dragStart
1081Pathfinding.Examples.RTS.RTSUI.groundMaskrtsui.html#groundMask
1082Pathfinding.Examples.RTS.RTSUI.hasSelectedrtsui.html#hasSelected
1083Pathfinding.Examples.RTS.RTSUI.ignoreFramertsui.html#ignoreFrame
1084Pathfinding.Examples.RTS.RTSUI.menuItemPrefabrtsui.html#menuItemPrefab
1085Pathfinding.Examples.RTS.RTSUI.menuRootrtsui.html#menuRoot
1086Pathfinding.Examples.RTS.RTSUI.notEnoughResourcesrtsui.html#notEnoughResources
1087Pathfinding.Examples.RTS.RTSUI.selectionBoxrtsui.html#selectionBox
1088Pathfinding.Examples.RTS.RTSUI.statertsui.html#state
1089Pathfinding.Examples.RTS.RTSUI.worldSpaceUIrtsui.html#worldSpaceUI
1090Pathfinding.Examples.RTS.RTSUnit.OnUpdateDelegatertsunit.html#OnUpdateDelegate
1091Pathfinding.Examples.RTS.RTSUnit.Typertsunit.html#Type
1092Pathfinding.Examples.RTS.RTSUnit.airtsunit.html#ai
1093Pathfinding.Examples.RTS.RTSUnit.attackTargetrtsunit.html#attackTarget
1094Pathfinding.Examples.RTS.RTSUnit.deathEffectrtsunit.html#deathEffect
1095Pathfinding.Examples.RTS.RTSUnit.detectionRangertsunit.html#detectionRange
1096Pathfinding.Examples.RTS.RTSUnit.healthrtsunit.html#health
1097Pathfinding.Examples.RTS.RTSUnit.lastDestinationrtsunit.html#lastDestination
1098Pathfinding.Examples.RTS.RTSUnit.lastSeenAttackTargetrtsunit.html#lastSeenAttackTarget
1099Pathfinding.Examples.RTS.RTSUnit.lockedrtsunit.html#locked
1100Pathfinding.Examples.RTS.RTSUnit.mSelectedrtsunit.html#mSelected
1101Pathfinding.Examples.RTS.RTSUnit.maxHealthrtsunit.html#maxHealth
1102Pathfinding.Examples.RTS.RTSUnit.movementModertsunit.html#movementMode
1103Pathfinding.Examples.RTS.RTSUnit.onMakeActiveUnitrtsunit.html#onMakeActiveUnit
1104Pathfinding.Examples.RTS.RTSUnit.ownerrtsunit.html#owner
1105Pathfinding.Examples.RTS.RTSUnit.positionrtsunit.html#positionPosition at the start of the current frame.
1106Pathfinding.Examples.RTS.RTSUnit.radiusrtsunit.html#radius
1107Pathfinding.Examples.RTS.RTSUnit.reachedDestinationrtsunit.html#reachedDestination
1108Pathfinding.Examples.RTS.RTSUnit.reservedByrtsunit.html#reservedBy
1109Pathfinding.Examples.RTS.RTSUnit.resourcertsunit.html#resource
1110Pathfinding.Examples.RTS.RTSUnit.rvortsunit.html#rvo
1111Pathfinding.Examples.RTS.RTSUnit.selectedrtsunit.html#selected
1112Pathfinding.Examples.RTS.RTSUnit.selectionIndicatorrtsunit.html#selectionIndicator
1113Pathfinding.Examples.RTS.RTSUnit.selectionIndicatorEnabledrtsunit.html#selectionIndicatorEnabled
1114Pathfinding.Examples.RTS.RTSUnit.storedCrystalsrtsunit.html#storedCrystals
1115Pathfinding.Examples.RTS.RTSUnit.teamrtsunit.html#team
1116Pathfinding.Examples.RTS.RTSUnit.transformrtsunit.html#transform
1117Pathfinding.Examples.RTS.RTSUnit.typertsunit.html#type
1118Pathfinding.Examples.RTS.RTSUnit.weaponrtsunit.html#weapon
1119Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.costbuildingitem.html#cost
1120Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.menuItembuildingitem.html#menuItem
1121Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.prefabbuildingitem.html#prefab
1122Pathfinding.Examples.RTS.RTSUnitBuilder.itemsrtsunitbuilder.html#items
1123Pathfinding.Examples.RTS.RTSUnitBuilder.menurtsunitbuilder.html#menu
1124Pathfinding.Examples.RTS.RTSUnitBuilder.unitrtsunitbuilder.html#unit
1125Pathfinding.Examples.RTS.RTSUnitManager.activeUnitrtsunitmanager.html#activeUnit
1126Pathfinding.Examples.RTS.RTSUnitManager.batchSelectionrtsunitmanager.html#batchSelection
1127Pathfinding.Examples.RTS.RTSUnitManager.camrtsunitmanager.html#cam
1128Pathfinding.Examples.RTS.RTSUnitManager.mActiveUnitrtsunitmanager.html#mActiveUnit
1129Pathfinding.Examples.RTS.RTSUnitManager.selectedUnitsrtsunitmanager.html#selectedUnits
1130Pathfinding.Examples.RTS.RTSUnitManager.unitsrtsunitmanager.html#units
1131Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.countwave.html#count
1132Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.delaywave.html#delay
1133Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.healthwave.html#health
1134Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.prefabwave.html#prefab
1135Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.spawnPointwave.html#spawnPoint
1136Pathfinding.Examples.RTS.RTSWaveSpawner.targetrtswavespawner.html#target
1137Pathfinding.Examples.RTS.RTSWaveSpawner.teamrtswavespawner.html#team
1138Pathfinding.Examples.RTS.RTSWaveSpawner.waveCounterrtswavespawner.html#waveCounter
1139Pathfinding.Examples.RTS.RTSWaveSpawner.wavesrtswavespawner.html#waves
1140Pathfinding.Examples.RTS.RTSWeapon.attackDurationrtsweapon.html#attackDuration
1141Pathfinding.Examples.RTS.RTSWeapon.canMoveWhileAttackingrtsweapon.html#canMoveWhileAttacking
1142Pathfinding.Examples.RTS.RTSWeapon.cooldownrtsweapon.html#cooldown
1143Pathfinding.Examples.RTS.RTSWeapon.isAttackingrtsweapon.html#isAttacking
1144Pathfinding.Examples.RTS.RTSWeapon.lastAttackTimertsweapon.html#lastAttackTime
1145Pathfinding.Examples.RTS.RTSWeapon.rangertsweapon.html#range
1146Pathfinding.Examples.RTS.RTSWeapon.rangedrtsweapon.html#ranged
1147Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.damagertsweaponsimpleranged.html#damage
1148Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.rotationRootYrtsweaponsimpleranged.html#rotationRootY
1149Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.rotationSpeedrtsweaponsimpleranged.html#rotationSpeed
1150Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sfxrtsweaponsimpleranged.html#sfx
1151Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sourceEffectrtsweaponsimpleranged.html#sourceEffect
1152Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sourceEffectRootrtsweaponsimpleranged.html#sourceEffectRoot
1153Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.targetEffectrtsweaponsimpleranged.html#targetEffect
1154Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.volumertsweaponsimpleranged.html#volume
1155Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.screenOffsetitem3.html#screenOffset
1156Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.trackingitem3.html#tracking
1157Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.transformitem3.html#transform
1158Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.validitem3.html#valid
1159Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.worldOffsetitem3.html#worldOffset
1160Pathfinding.Examples.RTS.RTSWorldSpaceUI.itemsrtsworldspaceui.html#items
1161Pathfinding.Examples.RTS.RTSWorldSpaceUI.worldCamerartsworldspaceui.html#worldCamera
1162Pathfinding.Examples.RTS.ResourceTyperts.html#ResourceType
1163Pathfinding.Examples.RTS.SimpleAction.actionsimpleaction.html#action
1164Pathfinding.Examples.RTS.Statusrts.html#Status
1165Pathfinding.Examples.RTS.Value.Boundvalue.html#Bound
1166Pathfinding.Examples.RTS.Value.bindingvalue.html#binding
1167Pathfinding.Examples.RTS.Value.valvalue.html#val
1168Pathfinding.Examples.RTS.Value.valuevalue.html#value
1169Pathfinding.Examples.RTSTiltInMovementDirection.accelerationFractionrtstiltinmovementdirection.html#accelerationFraction
1170Pathfinding.Examples.RTSTiltInMovementDirection.airtstiltinmovementdirection.html#ai
1171Pathfinding.Examples.RTSTiltInMovementDirection.amountrtstiltinmovementdirection.html#amount
1172Pathfinding.Examples.RTSTiltInMovementDirection.lastVelocityrtstiltinmovementdirection.html#lastVelocity
1173Pathfinding.Examples.RTSTiltInMovementDirection.motorSoundrtstiltinmovementdirection.html#motorSound
1174Pathfinding.Examples.RTSTiltInMovementDirection.smoothAccelerationrtstiltinmovementdirection.html#smoothAcceleration
1175Pathfinding.Examples.RTSTiltInMovementDirection.soundAdjustmentSpeedrtstiltinmovementdirection.html#soundAdjustmentSpeed
1176Pathfinding.Examples.RTSTiltInMovementDirection.soundGainrtstiltinmovementdirection.html#soundGain
1177Pathfinding.Examples.RTSTiltInMovementDirection.soundIdleVolumertstiltinmovementdirection.html#soundIdleVolume
1178Pathfinding.Examples.RTSTiltInMovementDirection.soundPitchGainrtstiltinmovementdirection.html#soundPitchGain
1179Pathfinding.Examples.RTSTiltInMovementDirection.speedrtstiltinmovementdirection.html#speed
1180Pathfinding.Examples.RTSTiltInMovementDirection.targetrtstiltinmovementdirection.html#target
1181Pathfinding.Examples.RVOAgentPlacer.agentsrvoagentplacer.html#agents
1182Pathfinding.Examples.RVOAgentPlacer.goalOffsetrvoagentplacer.html#goalOffset
1183Pathfinding.Examples.RVOAgentPlacer.maskrvoagentplacer.html#mask
1184Pathfinding.Examples.RVOAgentPlacer.prefabrvoagentplacer.html#prefab
1185Pathfinding.Examples.RVOAgentPlacer.rad2Degrvoagentplacer.html#rad2Deg
1186Pathfinding.Examples.RVOAgentPlacer.repathRatervoagentplacer.html#repathRate
1187Pathfinding.Examples.RVOAgentPlacer.ringSizervoagentplacer.html#ringSize
1188Pathfinding.Examples.RVOExampleAgent.canSearchAgainrvoexampleagent.html#canSearchAgain
1189Pathfinding.Examples.RVOExampleAgent.controllerrvoexampleagent.html#controller
1190Pathfinding.Examples.RVOExampleAgent.groundMaskrvoexampleagent.html#groundMask
1191Pathfinding.Examples.RVOExampleAgent.maxSpeedrvoexampleagent.html#maxSpeed
1192Pathfinding.Examples.RVOExampleAgent.moveNextDistrvoexampleagent.html#moveNextDist
1193Pathfinding.Examples.RVOExampleAgent.nextRepathrvoexampleagent.html#nextRepath
1194Pathfinding.Examples.RVOExampleAgent.pathrvoexampleagent.html#path
1195Pathfinding.Examples.RVOExampleAgent.rendsrvoexampleagent.html#rends
1196Pathfinding.Examples.RVOExampleAgent.repathRatervoexampleagent.html#repathRate
1197Pathfinding.Examples.RVOExampleAgent.seekerrvoexampleagent.html#seeker
1198Pathfinding.Examples.RVOExampleAgent.slowdownDistancervoexampleagent.html#slowdownDistance
1199Pathfinding.Examples.RVOExampleAgent.targetrvoexampleagent.html#target
1200Pathfinding.Examples.RVOExampleAgent.vectorPathrvoexampleagent.html#vectorPath
1201Pathfinding.Examples.RVOExampleAgent.wprvoexampleagent.html#wp
1202Pathfinding.Examples.SmoothCameraFollow.dampingsmoothcamerafollow.html#damping
1203Pathfinding.Examples.SmoothCameraFollow.distancesmoothcamerafollow.html#distance
1204Pathfinding.Examples.SmoothCameraFollow.enableRotationsmoothcamerafollow.html#enableRotation
1205Pathfinding.Examples.SmoothCameraFollow.heightsmoothcamerafollow.html#height
1206Pathfinding.Examples.SmoothCameraFollow.rotationDampingsmoothcamerafollow.html#rotationDamping
1207Pathfinding.Examples.SmoothCameraFollow.smoothRotationsmoothcamerafollow.html#smoothRotation
1208Pathfinding.Examples.SmoothCameraFollow.staticOffsetsmoothcamerafollow.html#staticOffset
1209Pathfinding.Examples.SmoothCameraFollow.targetsmoothcamerafollow.html#target
1210Pathfinding.Examples.TurnBasedAI.blockManagerturnbasedai.html#blockManager
1211Pathfinding.Examples.TurnBasedAI.blockerturnbasedai.html#blocker
1212Pathfinding.Examples.TurnBasedAI.movementPointsturnbasedai.html#movementPoints
1213Pathfinding.Examples.TurnBasedAI.targetNodeturnbasedai.html#targetNode
1214Pathfinding.Examples.TurnBasedAI.traversalProviderturnbasedai.html#traversalProvider
1215Pathfinding.Examples.TurnBasedDoor.animatorturnbaseddoor.html#animator
1216Pathfinding.Examples.TurnBasedDoor.blockerturnbaseddoor.html#blocker
1217Pathfinding.Examples.TurnBasedDoor.openturnbaseddoor.html#open
1218Pathfinding.Examples.TurnBasedManager.Stateturnbasedmanager.html#State
1219Pathfinding.Examples.TurnBasedManager.eventSystemturnbasedmanager.html#eventSystem
1220Pathfinding.Examples.TurnBasedManager.layerMaskturnbasedmanager.html#layerMask
1221Pathfinding.Examples.TurnBasedManager.movementSpeedturnbasedmanager.html#movementSpeed
1222Pathfinding.Examples.TurnBasedManager.nodePrefabturnbasedmanager.html#nodePrefab
1223Pathfinding.Examples.TurnBasedManager.possibleMovesturnbasedmanager.html#possibleMoves
1224Pathfinding.Examples.TurnBasedManager.selectedturnbasedmanager.html#selected
1225Pathfinding.Examples.TurnBasedManager.stateturnbasedmanager.html#state
1226Pathfinding.FadeArea.animationSpeedfadearea.html#animationSpeed
1227Pathfinding.FadeArea.areaStylefadearea.html#areaStyle
1228Pathfinding.FadeArea.editorfadearea.html#editor
1229Pathfinding.FadeArea.fancyEffectsfadearea.html#fancyEffectsAnimate dropdowns when they open and close.
1230Pathfinding.FadeArea.labelStylefadearea.html#labelStyle
1231Pathfinding.FadeArea.lastRectfadearea.html#lastRect
1232Pathfinding.FadeArea.lastUpdatefadearea.html#lastUpdate
1233Pathfinding.FadeArea.openfadearea.html#openIs this area open. \n\nThis is not the same as if any contents are visible, use BeginFade for that.
1234Pathfinding.FadeArea.valuefadearea.html#value
1235Pathfinding.FadeArea.visiblefadearea.html#visible
1236Pathfinding.FakeTransform.positionfaketransform.html#position
1237Pathfinding.FakeTransform.rotationfaketransform.html#rotation
1238Pathfinding.FloodPath.TemporaryNodeBitfloodpath.html#TemporaryNodeBit
1239Pathfinding.FloodPath.originalStartPointfloodpath.html#originalStartPoint
1240Pathfinding.FloodPath.parentsfloodpath.html#parents
1241Pathfinding.FloodPath.saveParentsfloodpath.html#saveParentsIf false, will not save any information. \n\nUsed by some internal parts of the system which doesn't need it.
1242Pathfinding.FloodPath.startNodefloodpath.html#startNode
1243Pathfinding.FloodPath.startPointfloodpath.html#startPoint
1244Pathfinding.FloodPath.validationHashfloodpath.html#validationHash
1245Pathfinding.FloodPathConstraint.pathfloodpathconstraint.html#path
1246Pathfinding.FloodPathTracer.floodfloodpathtracer.html#floodReference to the FloodPath which searched the path originally.
1247Pathfinding.FloodPathTracer.hasEndPointfloodpathtracer.html#hasEndPoint
1248Pathfinding.FollowerEntity.FollowerEntityMigrationsfollowerentity.html#FollowerEntityMigrations
1249Pathfinding.FollowerEntity.ShapeGizmoColorfollowerentity.html#ShapeGizmoColor
1250Pathfinding.FollowerEntity.achetypeWorldfollowerentity.html#achetypeWorld
1251Pathfinding.FollowerEntity.agentCylinderShapeAccessROfollowerentity.html#agentCylinderShapeAccessRO
1252Pathfinding.FollowerEntity.agentCylinderShapeAccessRWfollowerentity.html#agentCylinderShapeAccessRW
1253Pathfinding.FollowerEntity.agentOffMeshLinkTraversalROfollowerentity.html#agentOffMeshLinkTraversalRO
1254Pathfinding.FollowerEntity.archetypefollowerentity.html#archetype
1255Pathfinding.FollowerEntity.autoRepathfollowerentity.html#autoRepathPolicy for when the agent recalculates its path. \n\n[more in online documentation]
1256Pathfinding.FollowerEntity.autoRepathBackingfollowerentity.html#autoRepathBacking
1257Pathfinding.FollowerEntity.autoRepathPolicyRWfollowerentity.html#autoRepathPolicyRW
1258Pathfinding.FollowerEntity.canMovefollowerentity.html#canMoveEnables or disables movement completely. \n\nIf you want the agent to stand still, but still react to local avoidance and use gravity: use isStopped instead.\n\nDisabling this will remove the SimulateMovement component from the entity, which prevents most systems from running for this entity.\n\n[more in online documentation]
1259Pathfinding.FollowerEntity.canSearchfollowerentity.html#canSearchEnables or disables recalculating the path at regular intervals. \n\nSetting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.\n\nNote that this only disables automatic path recalculations. If you call the SearchPath() method a path will still be calculated.\n\n[more in online documentation]
1260Pathfinding.FollowerEntity.currentNodefollowerentity.html#currentNodeNode which the agent is currently traversing. \n\nYou can, for example, use this to make the agent use a different animation when traversing nodes with a specific tag.\n\n[more in online documentation]\nWhen traversing an off-mesh link, this will return the final non-link node in the path before the agent started traversing the link.
1261Pathfinding.FollowerEntity.debugFlagsfollowerentity.html#debugFlagsEnables or disables debug drawing for this agent. \n\nThis is a bitmask with multiple flags so that you can choose exactly what you want to debug.\n\n[more in online documentation]
1262Pathfinding.FollowerEntity.desiredVelocityfollowerentity.html#desiredVelocityVelocity that this agent wants to move with. \n\nIncludes gravity and local avoidance if applicable. In world units per second.\n\n[more in online documentation]
1263Pathfinding.FollowerEntity.desiredVelocityWithoutLocalAvoidancefollowerentity.html#desiredVelocityWithoutLocalAvoidanceVelocity that this agent wants to move with before taking local avoidance into account. \n\nIncludes gravity. In world units per second.\n\nSetting this property will set the current velocity that the agent is trying to move with, including gravity. This can be useful if you want to make the agent come to a complete stop in a single frame or if you want to modify the velocity in some way.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]\n\n\nIf you are not using local avoidance then this property will in almost all cases be identical to desiredVelocity plus some noise due to floating point math.\n\n[more in online documentation]
1264Pathfinding.FollowerEntity.destinationfollowerentity.html#destinationPosition in the world that this agent should move to. \n\nIf no destination has been set yet, then (+infinity, +infinity, +infinity) will be returned.\n\nSetting this property will immediately try to repair the path if the agent already has a path. This will also immediately update properties like reachedDestination, reachedEndOfPath and remainingDistance.\n\nThe agent may do a full path recalculation if the local repair was not sufficient, but this will at earliest happen in the next simulation step.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
1265Pathfinding.FollowerEntity.destinationFacingDirectionfollowerentity.html#destinationFacingDirectionDirection the agent will try to face when it reaches the destination. \n\nIf this is zero, the agent will not try to face any particular direction.\n\nThe following video shows three agents, one with no facing direction set, and then two agents with varying values of the lead in radius. <b>[video in online documentation]</b>\n\n[more in online documentation]
1266Pathfinding.FollowerEntity.destinationPointAccessROfollowerentity.html#destinationPointAccessRO
1267Pathfinding.FollowerEntity.destinationPointAccessRWfollowerentity.html#destinationPointAccessRW
1268Pathfinding.FollowerEntity.enableGravityfollowerentity.html#enableGravityEnables or disables gravity. \n\nIf gravity is enabled, the agent will accelerate downwards, and use a raycast to check if it should stop falling.\n\n[more in online documentation]
1269Pathfinding.FollowerEntity.enableLocalAvoidancefollowerentity.html#enableLocalAvoidanceTrue if local avoidance is enabled for this agent. \n\nEnabling this will automatically add a Pathfinding.ECS.RVO.RVOAgent component to the entity.\n\n[more in online documentation]
1270Pathfinding.FollowerEntity.endOfPathfollowerentity.html#endOfPathEnd point of path the agent is currently following. \n\nIf the agent has no path (or if it's not calculated yet), this will return the destination instead. If the agent has no destination it will return the agent's current position.\n\nThe end of the path is usually identical or very close to the destination, but it may differ if the path for example was blocked by a wall, so that the agent couldn't get any closer.\n\n[more in online documentation]
1271Pathfinding.FollowerEntity.entityfollowerentity.html#entityEntity which this movement script represents. \n\nAn entity will be created when this script is enabled, and destroyed when this script is disabled.\n\nCheck the class documentation to see which components it usually has, and what systems typically affect it.
1272Pathfinding.FollowerEntity.entityExistsfollowerentity.html#entityExistsTrue if this component's entity exists. \n\nThis is typically true if the component is active and enabled and the game is running.\n\n[more in online documentation]
1273Pathfinding.FollowerEntity.entityStorageCachefollowerentity.html#entityStorageCache
1274Pathfinding.FollowerEntity.groundMaskfollowerentity.html#groundMaskDetermines which layers the agent will stand on. \n\nThe agent will use a raycast each frame to check if it should stop falling.\n\nThis layer mask should ideally not contain the agent's own layer, if the agent has a collider, as this may cause it to try to stand on top of itself.
1275Pathfinding.FollowerEntity.hasPathfollowerentity.html#hasPathTrue if this agent currently has a valid path that it follows. \n\nThis is true if the agent has a path and the path is not stale.\n\nA path may become stale if the graph is updated close to the agent and it hasn't had time to recalculate its path yet.
1276Pathfinding.FollowerEntity.heightfollowerentity.html#heightHeight of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nThis value is used for various heuristics, and for visualization purposes. For example, the destination is only considered reached if the destination is not above the agent's head, and it's not more than half the agent's height below its feet.\n\nIf local lavoidance is enabled, this is also used to filter out collisions with agents and obstacles that are too far above or below the agent.
1277Pathfinding.FollowerEntity.indicesScratchfollowerentity.html#indicesScratch
1278Pathfinding.FollowerEntity.isStoppedfollowerentity.html#isStoppedGets or sets if the agent should stop moving. \n\nIf this is set to true the agent will immediately start to slow down as quickly as it can to come to a full stop. The agent will still react to local avoidance and gravity (if applicable), but it will not try to move in any particular direction.\n\nThe current path of the agent will not be cleared, so when this is set to false again the agent will continue moving along the previous path.\n\nThis is a purely user-controlled parameter, so for example it is not set automatically when the agent stops moving because it has reached the target. Use reachedEndOfPath for that.\n\nIf this property is set to true while the agent is traversing an off-mesh link (RichAI script only), then the agent will continue traversing the link and stop once it has completed it.\n\n[more in online documentation]\nThe steeringTarget property will continue to indicate the point which the agent would move towards if it would not be stopped.
1279Pathfinding.FollowerEntity.isTraversingOffMeshLinkfollowerentity.html#isTraversingOffMeshLinkTrue if the agent is currently traversing an off-mesh link. \n\n[more in online documentation]
1280Pathfinding.FollowerEntity.localTransformAccessROfollowerentity.html#localTransformAccessRO
1281Pathfinding.FollowerEntity.localTransformAccessRWfollowerentity.html#localTransformAccessRW
1282Pathfinding.FollowerEntity.managedStatefollowerentity.html#managedState
1283Pathfinding.FollowerEntity.managedStateAccessROfollowerentity.html#managedStateAccessRO
1284Pathfinding.FollowerEntity.managedStateAccessRWfollowerentity.html#managedStateAccessRW
1285Pathfinding.FollowerEntity.maxRotationSpeedfollowerentity.html#maxRotationSpeedMaximum rotation speed in degrees per second. \n\nIf the agent would have to rotate faster than this, it will instead slow down to get more time to rotate.\n\nThe agent may want to rotate faster than rotationSpeed if there's not enough space, so that it has to move in a more narrow arc. It may also want to rotate faster if it is very close to its destination and it wants to make sure it ends up on the right spot without any circling.\n\nIt is recommended to keep this at a value slightly larger than rotationSpeed.\n\n[more in online documentation]
1286Pathfinding.FollowerEntity.maxSpeedfollowerentity.html#maxSpeedMax speed in world units per second.
1287Pathfinding.FollowerEntity.movementfollowerentity.html#movement
1288Pathfinding.FollowerEntity.movementControlAccessROfollowerentity.html#movementControlAccessRO
1289Pathfinding.FollowerEntity.movementControlAccessRWfollowerentity.html#movementControlAccessRW
1290Pathfinding.FollowerEntity.movementOutputAccessRWfollowerentity.html#movementOutputAccessRW
1291Pathfinding.FollowerEntity.movementOverridesfollowerentity.html#movementOverridesProvides callbacks during various parts of the movement calculations. \n\nWith this property you can register callbacks that will be called during various parts of the movement calculations. These can be used to modify movement of the agent.\n\nThe following example demonstrates how one can hook into one of the available phases and modify the agent's movement. In this case, the movement is modified to become wavy.\n\n <b>[video in online documentation]</b>\n\n<b>[code in online documentation]</b>\n\n- <b>BeforeControl:</b> Called before the agent's movement is calculated. At this point, the agent has a valid path, and the next corner that is moving towards has been calculated.\n\n- <b>AfterControl:</b> Called after the agent's desired movement is calculated. The agent has stored its desired movement in the MovementControl component. Local avoidance has not yet run.\n\n- <b>BeforeMovement:</b> Called right before the agent's movement is applied. At this point the agent's final movement (including local avoidance) is stored in the ResolvedMovement component, which you may modify.\n\n\n\n[more in online documentation]\nThe callbacks may be called multiple times per frame, if the fps is low, or if the time scale is high. It may also be called less than once per frame if the fps is very high. Each callback is provided with a <b>dt</b> parameter, which is the time in seconds since the last simulation step. You should prefer using this instead of Time.deltaTime.\n\n[more in online documentation]
1292Pathfinding.FollowerEntity.movementPlanefollowerentity.html#movementPlaneThe plane the agent is moving in. \n\nThis is typically the ground plane, which will be the XZ plane in a 3D game, and the XY plane in a 2D game. Ultimately it depends on the graph orientation.\n\nIf you are doing pathfinding on a spherical world (see Spherical Worlds), the the movement plane will be the tangent plane of the sphere at the agent's position.
1293Pathfinding.FollowerEntity.movementPlaneAccessROfollowerentity.html#movementPlaneAccessRO
1294Pathfinding.FollowerEntity.movementPlaneAccessRWfollowerentity.html#movementPlaneAccessRW
1295Pathfinding.FollowerEntity.movementPlaneSourceBackingfollowerentity.html#movementPlaneSourceBacking
1296Pathfinding.FollowerEntity.movementSettingsfollowerentity.html#movementSettingsVarious movement settings. \n\nSome of these settings are exposed on the FollowerEntity directly. For example maxSpeed.\n\n[more in online documentation]
1297Pathfinding.FollowerEntity.movementSettingsAccessROfollowerentity.html#movementSettingsAccessRO
1298Pathfinding.FollowerEntity.movementSettingsAccessRWfollowerentity.html#movementSettingsAccessRW
1299Pathfinding.FollowerEntity.movementStateAccessROfollowerentity.html#movementStateAccessRO
1300Pathfinding.FollowerEntity.movementStateAccessRWfollowerentity.html#movementStateAccessRW
1301Pathfinding.FollowerEntity.nextCornersScratchfollowerentity.html#nextCornersScratch
1302Pathfinding.FollowerEntity.offMeshLinkfollowerentity.html#offMeshLinkThe off-mesh link that the agent is currently traversing. \n\nThis will be a default OffMeshLinks.OffMeshLinkTracer if the agent is not traversing an off-mesh link (the OffMeshLinks.OffMeshLinkTracer.link field will be null).\n\n[more in online documentation]
1303Pathfinding.FollowerEntity.onSearchPathfollowerentity.html#onSearchPathCalled when the agent recalculates its path. \n\nThis is called both for automatic path recalculations (see canSearch) and manual ones (see SearchPath).\n\n[more in online documentation]
1304Pathfinding.FollowerEntity.onTraverseOffMeshLinkfollowerentity.html#onTraverseOffMeshLinkCallback to be called when an agent starts traversing an off-mesh link. \n\nThe handler will be called when the agent starts traversing an off-mesh link. It allows you to to control the agent for the full duration of the link traversal.\n\nUse the passed context struct to get information about the link and to control the agent.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]\nYou can alternatively set the corresponding property property on the off-mesh link ( NodeLink2.onTraverseOffMeshLink) to specify a callback for a specific off-mesh link.\n\n[more in online documentation]
1305Pathfinding.FollowerEntity.orientationfollowerentity.html#orientationDetermines which direction the agent moves in. \n\nFor 3D games you most likely want the ZAxisIsForward option as that is the convention for 3D games.\n\nFor 2D games you most likely want the YAxisIsForward option as that is the convention for 2D games.\n\nWhen using ZAxisForard, the +Z axis will be the forward direction of the agent, +Y will be upwards, and +X will be the right direction.\n\nWhen using YAxisForward, the +Y axis will be the forward direction of the agent, +Z will be upwards, and +X will be the right direction.\n\n <b>[image in online documentation]</b>
1306Pathfinding.FollowerEntity.orientationBackingfollowerentity.html#orientationBackingDetermines which direction the agent moves in. \n\n[more in online documentation]
1307Pathfinding.FollowerEntity.pathPendingfollowerentity.html#pathPendingTrue if a path is currently being calculated.
1308Pathfinding.FollowerEntity.pathfindingSettingsfollowerentity.html#pathfindingSettingsPathfinding settings. \n\nThe settings in this struct controls how the agent calculates paths to its destination.\n\nThis is analogous to the Seeker component used for other movement scripts.\n\n[more in online documentation]
1309Pathfinding.FollowerEntity.positionfollowerentity.html#positionPosition of the agent. \n\nIn world space. \n\n[more in online documentation]\nIf you want to move the agent you may use Teleport or Move.
1310Pathfinding.FollowerEntity.positionSmoothingfollowerentity.html#positionSmoothingHow much to smooth the visual position of the agent. \n\nThis does not affect movement, but smoothes out the position of the agent visually.\n\nRecommended values are between 0.0 and 0.5. A value of zero will disable smoothing completely.\n\nThis will make the agent seem to lag slightly behind the internal position of the agent. It may also cut corners slightly.\n\nThe unit for this field is seconds.
1311Pathfinding.FollowerEntity.radiusfollowerentity.html#radiusRadius of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nNote that this does not affect pathfinding in any way. The graph used completely determines where the agent can move.\n\n[more in online documentation]
1312Pathfinding.FollowerEntity.reachedDestinationfollowerentity.html#reachedDestinationTrue if the ai has reached the destination. \n\nThe agent considers the destination reached when it is within stopDistance world units from the destination. Additionally, the destination must not be above the agent's head, and it must not be more than half the agent's height below its feet.\n\nIf a facing direction was specified when setting the destination, this will only return true once the agent is approximately facing the correct orientation.\n\nThis value will be updated immediately when the destination is changed.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
1313Pathfinding.FollowerEntity.reachedEndOfPathfollowerentity.html#reachedEndOfPathTrue if the agent has reached the end of the current path. \n\nThe agent considers the end of the path reached when it is within stopDistance world units from the end of the path. Additionally, the end of the path must not be above the agent's head, and it must not be more than half the agent's height below its feet.\n\nIf a facing direction was specified when setting the destination, this will only return true once the agent is approximately facing the correct orientation.\n\nThis value will be updated immediately when the destination is changed.\n\n[more in online documentation]
1314Pathfinding.FollowerEntity.readyToTraverseOffMeshLinkRWfollowerentity.html#readyToTraverseOffMeshLinkRW
1315Pathfinding.FollowerEntity.remainingDistancefollowerentity.html#remainingDistanceApproximate remaining distance along the current path to the end of the path. \n\nThe agent does not know the true distance at all times, so this is an approximation. It tends to be a bit lower than the true distance.\n\n[more in online documentation]\nThis value will update immediately if the destination property is changed, or if the agent is moved using the position property or the Teleport method.\n\nIf the agent has no path, or if the current path is stale (e.g. if the graph has been updated close to the agent, and it hasn't had time to recalculate its path), this will return positive infinity.\n\n[more in online documentation]
1316Pathfinding.FollowerEntity.resolvedMovementAccessROfollowerentity.html#resolvedMovementAccessRO
1317Pathfinding.FollowerEntity.resolvedMovementAccessRWfollowerentity.html#resolvedMovementAccessRW
1318Pathfinding.FollowerEntity.rotationfollowerentity.html#rotationRotation of the agent. \n\nIn world space.\n\nThe entity internally always treats the Z axis as forward, but this property respects the orientation field. So it will return either a rotation with the Y axis as forward, or Z axis as forward, depending on the orientation field.\n\n[more in online documentation]\nThis will return the agent's rotation even if updateRotation is false.\n\n[more in online documentation]
1319Pathfinding.FollowerEntity.rotationSmoothingfollowerentity.html#rotationSmoothingHow much to smooth the visual rotation of the agent. \n\nThis does not affect movement, but smoothes out how the agent rotates visually.\n\nRecommended values are between 0.0 and 0.5. A value of zero will disable smoothing completely.\n\nThe smoothing is done primarily using an exponential moving average, but with a small linear term to make the rotation converge faster when the agent is almost facing the desired direction.\n\nAdding smoothing will make the visual rotation of the agent lag a bit behind the actual rotation. Too much smoothing may make the agent seem sluggish, and appear to move sideways.\n\nThe unit for this field is seconds.
1320Pathfinding.FollowerEntity.rotationSpeedfollowerentity.html#rotationSpeedDesired rotation speed in degrees per second. \n\nIf the agent is in an open area and gets a new destination directly behind itself, it will start to rotate around with exactly this rotation speed.\n\nThe agent will slow down its rotation speed as it approaches its desired facing direction. So for example, when it is only 90 degrees away from its desired facing direction, it will only rotate with about half this speed.\n\n[more in online documentation]
1321Pathfinding.FollowerEntity.rvoSettingsfollowerentity.html#rvoSettingsLocal avoidance settings.
1322Pathfinding.FollowerEntity.scratchReferenceCountfollowerentity.html#scratchReferenceCount
1323Pathfinding.FollowerEntity.shapefollowerentity.html#shape
1324Pathfinding.FollowerEntity.steeringTargetfollowerentity.html#steeringTargetPoint on the path which the agent is currently moving towards. \n\nThis is usually a point a small distance ahead of the agent or the end of the path.\n\nIf the agent does not have a path at the moment, then the agent's current position will be returned.
1325Pathfinding.FollowerEntity.stopDistancefollowerentity.html#stopDistanceHow far away from the destination should the agent aim to stop, in world units. \n\nIf the agent is within this distance from the destination point it will be considered to have reached the destination.\n\nEven if you want the agent to stop precisely at a given point, it is recommended to keep this slightly above zero. If it is exactly zero, the agent may have a hard time deciding that it has actually reached the end of the path, due to floating point errors and such.\n\n[more in online documentation]
1326Pathfinding.FollowerEntity.syncPositionfollowerentity.html#syncPosition
1327Pathfinding.FollowerEntity.syncRotationfollowerentity.html#syncRotation
1328Pathfinding.FollowerEntity.trfollowerentity.html#trCached transform component.
1329Pathfinding.FollowerEntity.updatePositionfollowerentity.html#updatePositionDetermines if the character's position should be coupled to the Transform's position. \n\nIf false then all movement calculations will happen as usual, but the GameObject that this component is attached to will not move. Instead, only the position property and the internal entity's position will change.\n\nThis is useful if you want to control the movement of the character using some other means, such as root motion, but still want the AI to move freely.\n\n[more in online documentation]
1330Pathfinding.FollowerEntity.updateRotationfollowerentity.html#updateRotationDetermines if the character's rotation should be coupled to the Transform's rotation. \n\nIf false then all movement calculations will happen as usual, but the GameObject that this component is attached to will not rotate. Instead, only the rotation property and the internal entity's rotation will change.\n\nThis is particularly useful for 2D games where you want the Transform to stay in the same orientation, and instead swap out the displayed sprite to indicate the direction the character is facing.\n\nYou can enable PIDMovement.DebugFlags.Rotation in debugFlags to draw a gizmos arrow in the scene view to indicate the agent's internal rotation.\n\n[more in online documentation]
1331Pathfinding.FollowerEntity.velocityfollowerentity.html#velocityActual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation]
1332Pathfinding.FollowerEntityEditor.debugfollowerentityeditor.html#debug
1333Pathfinding.FollowerEntityEditor.tagPenaltiesOpenfollowerentityeditor.html#tagPenaltiesOpen
1334Pathfinding.Funnel.FunnelPortalIndexMaskfunnel.html#FunnelPortalIndexMask
1335Pathfinding.Funnel.FunnelPortals.leftfunnelportals.html#left
1336Pathfinding.Funnel.FunnelPortals.rightfunnelportals.html#right
1337Pathfinding.Funnel.FunnelState.leftFunnelfunnelstate.html#leftFunnelLeft side of the funnel.
1338Pathfinding.Funnel.FunnelState.projectionAxisfunnelstate.html#projectionAxisIf set to anything other than (0,0,0), then all portals will be projected on a plane with this normal. \n\nThis is used to make the funnel fit a rotated graph better. It is ideally used for grid graphs, but navmesh/recast graphs are probably better off with it set to zero.\n\nThe vector should be normalized (unless zero), in world space, and should never be changed after the first portal has been added (unless the funnel is cleared first).
1339Pathfinding.Funnel.FunnelState.rightFunnelfunnelstate.html#rightFunnelRight side of the funnel.
1340Pathfinding.Funnel.FunnelState.unwrappedPortalsfunnelstate.html#unwrappedPortalsUnwrapped version of the funnel portals in 2D space. \n\nThe input is a funnel like in the image below. It may be rotated and twisted. <b>[image in online documentation]</b><b>[image in online documentation]</b>\n\nThis array is used as a cache and the unwrapped portals are calculated on demand. Thus it may not contain all portals.
1341Pathfinding.Funnel.PartTypefunnel.html#PartTypeThe type of a PathPart.
1342Pathfinding.Funnel.PathPart.endIndexpathpart.html#endIndexIndex of the last node in this part.
1343Pathfinding.Funnel.PathPart.endPointpathpart.html#endPointExact end-point of this part or off-mesh link.
1344Pathfinding.Funnel.PathPart.startIndexpathpart.html#startIndexIndex of the first node in this part.
1345Pathfinding.Funnel.PathPart.startPointpathpart.html#startPointExact start-point of this part or off-mesh link.
1346Pathfinding.Funnel.PathPart.typepathpart.html#typeIf this is an off-mesh link or a sequence of nodes in a single graph.
1347Pathfinding.Funnel.RightSideBitfunnel.html#RightSideBit
1348Pathfinding.FunnelModifier.FunnelQualityfunnelmodifier.html#FunnelQuality
1349Pathfinding.FunnelModifier.Orderfunnelmodifier.html#Order
1350Pathfinding.FunnelModifier.accountForGridPenaltiesfunnelmodifier.html#accountForGridPenaltiesWhen using a grid graph, take penalties, tag penalties and ITraversalProvider penalties into account. \n\nEnabling this is quite slow. It can easily make the modifier take twice the amount of time to run. So unless you are using penalties/tags/ITraversalProvider penalties that you need to take into account when simplifying the path, you should leave this disabled.
1351Pathfinding.FunnelModifier.qualityfunnelmodifier.html#qualityDetermines if funnel simplification is used. \n\nWhen using the low quality setting only the funnel algorithm is used but when the high quality setting an additional step is done to simplify the path even more.\n\nOn tiled recast/navmesh graphs, but sometimes on normal ones as well, it can be good to simplify the funnel as a post-processing step to make the paths straighter.\n\nThis has a moderate performance impact during frames when a path calculation is completed. This is why it is disabled by default. For any units that you want high quality movement for you should enable it.\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
1352Pathfinding.FunnelModifier.splitAtEveryPortalfunnelmodifier.html#splitAtEveryPortalInsert a vertex every time the path crosses a portal instead of only at the corners of the path. \n\nThe resulting path will have exactly one vertex per portal if this is enabled. This may introduce vertices with the same position in the output (esp. in corners where many portals meet). <b>[image in online documentation]</b>\n\n[more in online documentation]
1353Pathfinding.GUIUtilityx.colorsguiutilityx.html#colors
1354Pathfinding.GlobalNodeStorage.DebugPathNode.fractionAlongEdgedebugpathnode.html#fractionAlongEdge
1355Pathfinding.GlobalNodeStorage.DebugPathNode.gdebugpathnode.html#g
1356Pathfinding.GlobalNodeStorage.DebugPathNode.hdebugpathnode.html#h
1357Pathfinding.GlobalNodeStorage.DebugPathNode.parentIndexdebugpathnode.html#parentIndex
1358Pathfinding.GlobalNodeStorage.DebugPathNode.pathIDdebugpathnode.html#pathID
1359Pathfinding.GlobalNodeStorage.IndexedStack.Countindexedstack.html#Count
1360Pathfinding.GlobalNodeStorage.IndexedStack.bufferindexedstack.html#buffer
1361Pathfinding.GlobalNodeStorage.InitialTemporaryNodesglobalnodestorage.html#InitialTemporaryNodes
1362Pathfinding.GlobalNodeStorage.JobAllocateNodes.allowBoundsChecksjoballocatenodes2.html#allowBoundsChecks
1363Pathfinding.GlobalNodeStorage.JobAllocateNodes.countjoballocatenodes2.html#count
1364Pathfinding.GlobalNodeStorage.JobAllocateNodes.createNodejoballocatenodes2.html#createNode
1365Pathfinding.GlobalNodeStorage.JobAllocateNodes.nodeStoragejoballocatenodes2.html#nodeStorage
1366Pathfinding.GlobalNodeStorage.JobAllocateNodes.resultjoballocatenodes2.html#result
1367Pathfinding.GlobalNodeStorage.JobAllocateNodes.variantsPerNodejoballocatenodes2.html#variantsPerNode
1368Pathfinding.GlobalNodeStorage.PathfindingThreadData.debugPathNodespathfindingthreaddata.html#debugPathNodes
1369Pathfinding.GlobalNodeStorage.PathfindingThreadData.pathNodespathfindingthreaddata.html#pathNodes
1370Pathfinding.GlobalNodeStorage.astarglobalnodestorage.html#astar
1371Pathfinding.GlobalNodeStorage.destroyedNodesVersionglobalnodestorage.html#destroyedNodesVersionNumber of nodes that have been destroyed in total.
1372Pathfinding.GlobalNodeStorage.lastAllocationJobglobalnodestorage.html#lastAllocationJob
1373Pathfinding.GlobalNodeStorage.nextNodeIndexglobalnodestorage.html#nextNodeIndexHolds the next node index which has not been used by any previous node. \n\n[more in online documentation]
1374Pathfinding.GlobalNodeStorage.nodeIndexPoolsglobalnodestorage.html#nodeIndexPoolsHolds indices for nodes that have been destroyed. \n\nTo avoid trashing a lot of memory structures when nodes are frequently deleted and created, node indices are reused.\n\nThere's one pool for each possible number of node variants (1, 2 and 3).
1375Pathfinding.GlobalNodeStorage.nodesglobalnodestorage.html#nodesMaps from NodeIndex to node.
1376Pathfinding.GlobalNodeStorage.pathfindingThreadDataglobalnodestorage.html#pathfindingThreadData
1377Pathfinding.GlobalNodeStorage.reservedPathNodeDataglobalnodestorage.html#reservedPathNodeDataThe number of nodes for which path node data has been reserved. \n\nWill be at least as high as nextNodeIndex
1378Pathfinding.GlobalNodeStorage.temporaryNodeCountglobalnodestorage.html#temporaryNodeCount
1379Pathfinding.GraphDebugModepathfinding.html#GraphDebugModeHow to visualize the graphs in the editor.
1380Pathfinding.GraphEditor.editorgrapheditor.html#editor
1381Pathfinding.GraphEditor.fadeAreagrapheditor.html#fadeAreaStores if the graph is visible or not in the inspector.
1382Pathfinding.GraphEditor.infoFadeAreagrapheditor.html#infoFadeAreaStores if the graph info box is visible or not in the inspector.
1383Pathfinding.GraphEditorBase.targetgrapheditorbase.html#targetNavGraph this editor is exposing.
1384Pathfinding.GraphHitInfo.distancegraphhitinfo.html#distanceDistance from origin to point.
1385Pathfinding.GraphHitInfo.nodegraphhitinfo.html#nodeNode which contained the edge which was hit. \n\nIf the linecast did not hit anything then this will be set to the last node along the line's path (the one which contains the endpoint).\n\nFor layered grid graphs the linecast will return true (i.e: no free line of sight) if, when walking the graph, we ended up at the right X,Z coordinate for the end node, but the end node was on a different level (e.g the floor below or above in a building). In this case no node edge was really hit so this field will still be null.\n\nIf the origin was inside an unwalkable node, then this field will be set to that node.\n\nIf no node could be found which contained the origin, then this field will be set to null.
1386Pathfinding.GraphHitInfo.origingraphhitinfo.html#originStart of the segment/ray. \n\nNote that the point passed to the Linecast method will be clamped to the surface on the navmesh, but it will be identical when seen from above.
1387Pathfinding.GraphHitInfo.pointgraphhitinfo.html#pointHit point. \n\nThis is typically a point on the border of the navmesh.\n\nIn case no obstacle was hit then this will be set to the endpoint of the segment.\n\nIf the origin was inside an unwalkable node, then this will be set to the origin point.
1388Pathfinding.GraphHitInfo.tangentgraphhitinfo.html#tangentTangent of the edge which was hit. \n\n <b>[image in online documentation]</b>\n\nIf nothing was hit, this will be Vector3.zero.
1389Pathfinding.GraphHitInfo.tangentOrigingraphhitinfo.html#tangentOriginWhere the tangent starts. \n\ntangentOrigin and tangent together actually describes the edge which was hit. <b>[image in online documentation]</b>\n\nIf nothing was hit, this will be Vector3.zero.
1390Pathfinding.GraphMask.everythinggraphmask.html#everythingA mask containing every graph.
1391Pathfinding.GraphMask.valuegraphmask.html#valueBitmask representing the mask.
1392Pathfinding.GraphMaskDrawer.graphLabelsgraphmaskdrawer.html#graphLabels
1393Pathfinding.GraphModifier.EventTypegraphmodifier.html#EventTypeGraphModifier event type.
1394Pathfinding.GraphModifier.nextgraphmodifier.html#next
1395Pathfinding.GraphModifier.prevgraphmodifier.html#prev
1396Pathfinding.GraphModifier.rootgraphmodifier.html#rootAll active graph modifiers.
1397Pathfinding.GraphModifier.uniqueIDgraphmodifier.html#uniqueIDUnique persistent ID for this component, used for serialization.
1398Pathfinding.GraphModifier.usedIDsgraphmodifier.html#usedIDsMaps persistent IDs to the component that uses it.
1399Pathfinding.GraphNode.Areagraphnode.html#AreaConnected component that contains the node. \n\nThis is visualized in the scene view as differently colored nodes (if the graph coloring mode is set to 'Areas'). Each area represents a set of nodes such that there is no valid path between nodes of different colors.\n\n[more in online documentation]
1400Pathfinding.GraphNode.Destroyedgraphnode.html#Destroyed
1401Pathfinding.GraphNode.DestroyedNodeIndexgraphnode.html#DestroyedNodeIndex
1402Pathfinding.GraphNode.Flagsgraphnode.html#FlagsHolds various bitpacked variables. \n\nBit 0: Walkable Bits 1 through 17: HierarchicalNodeIndex Bit 18: IsHierarchicalNodeDirty Bits 19 through 23: Tag Bits 24 through 31: GraphIndex\n\n[more in online documentation]
1403Pathfinding.GraphNode.FlagsGraphMaskgraphnode.html#FlagsGraphMaskMask of graph index bits. \n\n[more in online documentation]
1404Pathfinding.GraphNode.FlagsGraphOffsetgraphnode.html#FlagsGraphOffsetStart of graph index bits. \n\n[more in online documentation]
1405Pathfinding.GraphNode.FlagsHierarchicalIndexOffsetgraphnode.html#FlagsHierarchicalIndexOffsetStart of hierarchical node index bits. \n\n[more in online documentation]
1406Pathfinding.GraphNode.FlagsTagMaskgraphnode.html#FlagsTagMaskMask of tag bits. \n\n[more in online documentation]
1407Pathfinding.GraphNode.FlagsTagOffsetgraphnode.html#FlagsTagOffsetStart of tag bits. \n\n[more in online documentation]
1408Pathfinding.GraphNode.FlagsWalkableMaskgraphnode.html#FlagsWalkableMaskMask of the walkable bit. \n\n[more in online documentation]
1409Pathfinding.GraphNode.FlagsWalkableOffsetgraphnode.html#FlagsWalkableOffsetPosition of the walkable bit. \n\n[more in online documentation]
1410Pathfinding.GraphNode.Graphgraphnode.html#GraphGraph which this node belongs to. \n\nIf you know the node belongs to a particular graph type, you can cast it to that type: <b>[code in online documentation]</b>\n\nWill return null if the node has been destroyed.
1411Pathfinding.GraphNode.GraphIndexgraphnode.html#GraphIndexGraph which contains this node. \n\n[more in online documentation]
1412Pathfinding.GraphNode.HierarchicalDirtyMaskgraphnode.html#HierarchicalDirtyMaskMask of the IsHierarchicalNodeDirty bit. \n\n[more in online documentation]
1413Pathfinding.GraphNode.HierarchicalDirtyOffsetgraphnode.html#HierarchicalDirtyOffsetStart of IsHierarchicalNodeDirty bits. \n\n[more in online documentation]
1414Pathfinding.GraphNode.HierarchicalIndexMaskgraphnode.html#HierarchicalIndexMaskMask of hierarchical node index bits. \n\n[more in online documentation]
1415Pathfinding.GraphNode.HierarchicalNodeIndexgraphnode.html#HierarchicalNodeIndexHierarchical Node that contains this node. \n\nThe graph is divided into clusters of small hierarchical nodes in which there is a path from every node to every other node. This structure is used to speed up connected component calculations which is used to quickly determine if a node is reachable from another node.\n\n[more in online documentation]
1416Pathfinding.GraphNode.InvalidGraphIndexgraphnode.html#InvalidGraphIndex
1417Pathfinding.GraphNode.InvalidNodeIndexgraphnode.html#InvalidNodeIndex
1418Pathfinding.GraphNode.IsHierarchicalNodeDirtygraphnode.html#IsHierarchicalNodeDirtySome internal bookkeeping.
1419Pathfinding.GraphNode.MaxGraphIndexgraphnode.html#MaxGraphIndexMax number of graphs-1.
1420Pathfinding.GraphNode.MaxHierarchicalNodeIndexgraphnode.html#MaxHierarchicalNodeIndex
1421Pathfinding.GraphNode.MaxTagIndexgraphnode.html#MaxTagIndexMax number of tags - 1. \n\nAlways a power of 2 minus one
1422Pathfinding.GraphNode.NodeIndexgraphnode.html#NodeIndexInternal unique index. \n\nEvery node will get a unique index. This index is not necessarily correlated with e.g the position of the node in the graph.
1423Pathfinding.GraphNode.NodeIndexMaskgraphnode.html#NodeIndexMask
1424Pathfinding.GraphNode.PathNodeVariantsgraphnode.html#PathNodeVariantsHow many path node variants should be created for each node. \n\nThis should be a constant for each node type.\n\nTypically this is 1, but for example the triangle mesh node type has 3 variants, one for each edge.\n\n[more in online documentation]
1425Pathfinding.GraphNode.Penaltygraphnode.html#PenaltyPenalty cost for walking on this node. \n\nThis can be used to make it harder/slower to walk over specific nodes. A cost of 1000 (Int3.Precision) corresponds to the cost of moving 1 world unit.\n\n[more in online documentation]
1426Pathfinding.GraphNode.Taggraphnode.html#TagNode tag. \n\n[more in online documentation]
1427Pathfinding.GraphNode.TemporaryFlag1graphnode.html#TemporaryFlag1Temporary flag for internal purposes. \n\nMay only be used in the Unity thread. Must be reset to false after every use.
1428Pathfinding.GraphNode.TemporaryFlag1Maskgraphnode.html#TemporaryFlag1Mask
1429Pathfinding.GraphNode.TemporaryFlag2graphnode.html#TemporaryFlag2Temporary flag for internal purposes. \n\nMay only be used in the Unity thread. Must be reset to false after every use.
1430Pathfinding.GraphNode.TemporaryFlag2Maskgraphnode.html#TemporaryFlag2Mask
1431Pathfinding.GraphNode.Walkablegraphnode.html#WalkableTrue if the node is traversable. \n\n[more in online documentation]
1432Pathfinding.GraphNode.flagsgraphnode.html#flagsBitpacked field holding several pieces of data. \n\n[more in online documentation]
1433Pathfinding.GraphNode.nodeIndexgraphnode.html#nodeIndexInternal unique index. \n\nAlso stores some bitpacked values such as TemporaryFlag1 and TemporaryFlag2.
1434Pathfinding.GraphNode.penaltygraphnode.html#penaltyPenalty cost for walking on this node. \n\nThis can be used to make it harder/slower to walk over certain nodes.\n\nA penalty of 1000 (Int3.Precision) corresponds to the cost of walking one world unit.\n\n[more in online documentation]
1435Pathfinding.GraphNode.positiongraphnode.html#positionPosition of the node in world space. \n\n[more in online documentation]
1436Pathfinding.GraphUpdateObject.GraphUpdateData.nodeIndicesgraphupdatedata.html#nodeIndicesNode indices to update. \n\nRemaining nodes should be left alone.
1437Pathfinding.GraphUpdateObject.GraphUpdateData.nodePenaltiesgraphupdatedata.html#nodePenalties
1438Pathfinding.GraphUpdateObject.GraphUpdateData.nodePositionsgraphupdatedata.html#nodePositions
1439Pathfinding.GraphUpdateObject.GraphUpdateData.nodeTagsgraphupdatedata.html#nodeTags
1440Pathfinding.GraphUpdateObject.GraphUpdateData.nodeWalkablegraphupdatedata.html#nodeWalkable
1441Pathfinding.GraphUpdateObject.JobGraphUpdate.boundsjobgraphupdate.html#bounds
1442Pathfinding.GraphUpdateObject.JobGraphUpdate.datajobgraphupdate.html#data
1443Pathfinding.GraphUpdateObject.JobGraphUpdate.modifyTagjobgraphupdate.html#modifyTag
1444Pathfinding.GraphUpdateObject.JobGraphUpdate.modifyWalkabilityjobgraphupdate.html#modifyWalkability
1445Pathfinding.GraphUpdateObject.JobGraphUpdate.penaltyDeltajobgraphupdate.html#penaltyDelta
1446Pathfinding.GraphUpdateObject.JobGraphUpdate.shapejobgraphupdate.html#shape
1447Pathfinding.GraphUpdateObject.JobGraphUpdate.tagValuejobgraphupdate.html#tagValue
1448Pathfinding.GraphUpdateObject.JobGraphUpdate.walkabilityValuejobgraphupdate.html#walkabilityValue
1449Pathfinding.GraphUpdateObject.STAGE_ABORTEDgraphupdateobject.html#STAGE_ABORTED
1450Pathfinding.GraphUpdateObject.STAGE_APPLIEDgraphupdateobject.html#STAGE_APPLIED
1451Pathfinding.GraphUpdateObject.STAGE_CREATEDgraphupdateobject.html#STAGE_CREATED
1452Pathfinding.GraphUpdateObject.STAGE_PENDINGgraphupdateobject.html#STAGE_PENDING
1453Pathfinding.GraphUpdateObject.addPenaltygraphupdateobject.html#addPenaltyPenalty to add to the nodes. \n\nA penalty of 1000 is equivalent to the cost of moving 1 world unit.
1454Pathfinding.GraphUpdateObject.boundsgraphupdateobject.html#boundsThe bounds to update nodes within. \n\nDefined in world space.
1455Pathfinding.GraphUpdateObject.internalStagegraphupdateobject.html#internalStageInfo about if a graph update has been applied or not. \n\nEither an enum (see STAGE_CREATED and associated constants) or a non-negative count of the number of graphs that are waiting to apply this graph update.
1456Pathfinding.GraphUpdateObject.modifyTaggraphupdateobject.html#modifyTagIf true, all nodes' <b>tag</b> will be set to setTag.
1457Pathfinding.GraphUpdateObject.modifyWalkabilitygraphupdateobject.html#modifyWalkabilityIf true, all nodes' <b>walkable</b> variable will be set to setWalkability. \n\nIt is not recommended to combine this with updatePhysics since then you will just overwrite what updatePhysics calculated.
1458Pathfinding.GraphUpdateObject.nnConstraintgraphupdateobject.html#nnConstraintNNConstraint to use. \n\nThe Pathfinding.NNConstraint.SuitableGraph function will be called on the NNConstraint to enable filtering of which graphs to update.\n\n[more in online documentation]\n [more in online documentation]
1459Pathfinding.GraphUpdateObject.resetPenaltyOnPhysicsgraphupdateobject.html#resetPenaltyOnPhysicsReset penalties to their initial values when updating grid graphs and updatePhysics is true. \n\nIf you want to keep old penalties even when you update the graph you may want to disable this option.\n\nThe images below shows two overlapping graph update objects, the right one happened to be applied before the left one. They both have updatePhysics = true and are set to increase the penalty of the nodes by some amount.\n\nThe first image shows the result when resetPenaltyOnPhysics is false. Both penalties are added correctly. <b>[image in online documentation]</b>\n\nThis second image shows when resetPenaltyOnPhysics is set to true. The first GUO is applied correctly, but then the second one (the left one) is applied and during its updating, it resets the penalties first and then adds penalty to the nodes. The result is that the penalties from both GUOs are not added together. The green patch in at the border is there because physics recalculation (recalculation of the position of the node, checking for obstacles etc.) affects a slightly larger area than the original GUO bounds because of the Grid Graph -&gt; Collision Testing -&gt; Diameter setting (it is enlarged by that value). So some extra nodes have their penalties reset.\n\n <b>[image in online documentation]</b>
1460Pathfinding.GraphUpdateObject.setTaggraphupdateobject.html#setTagIf modifyTag is true, all nodes' <b>tag</b> will be set to this value.
1461Pathfinding.GraphUpdateObject.setWalkabilitygraphupdateobject.html#setWalkabilityIf modifyWalkability is true, the nodes' <b>walkable</b> variable will be set to this value.
1462Pathfinding.GraphUpdateObject.shapegraphupdateobject.html#shapeA shape can be specified if a bounds object does not give enough precision. \n\nNote that if you set this, you should set the bounds so that it encloses the shape because the bounds will be used as an initial fast check for which nodes that should be updated.
1463Pathfinding.GraphUpdateObject.stagegraphupdateobject.html#stageInfo about if a graph update has been applied or not.
1464Pathfinding.GraphUpdateObject.trackChangedNodesgraphupdateobject.html#trackChangedNodesTrack which nodes are changed and save backup data. \n\nUsed internally to revert changes if needed.\n\n[more in online documentation]
1465Pathfinding.GraphUpdateObject.updateErosiongraphupdateobject.html#updateErosionUpdate Erosion for GridGraphs. \n\nWhen enabled, erosion will be recalculated for grid graphs after the GUO has been applied.\n\nIn the below image you can see the different effects you can get with the different values.\n\nThe first image shows the graph when no GUO has been applied. The blue box is not identified as an obstacle by the graph, the reason there are unwalkable nodes around it is because there is a height difference (nodes are placed on top of the box) so erosion will be applied (an erosion value of 2 is used in this graph). The orange box is identified as an obstacle, so the area of unwalkable nodes around it is a bit larger since both erosion and collision has made nodes unwalkable.\n\nThe GUO used simply sets walkability to true, i.e making all nodes walkable.\n\n <b>[image in online documentation]</b>\n\nWhen updateErosion=True, the reason the blue box still has unwalkable nodes around it is because there is still a height difference so erosion will still be applied. The orange box on the other hand has no height difference and all nodes are set to walkable.\n\nWhen updateErosion=False, all nodes walkability are simply set to be walkable in this example.\n\n[more in online documentation]
1466Pathfinding.GraphUpdateProcessor.IsAnyGraphUpdateInProgressgraphupdateprocessor.html#IsAnyGraphUpdateInProgressReturns if any graph updates are in progress.
1467Pathfinding.GraphUpdateProcessor.IsAnyGraphUpdateQueuedgraphupdateprocessor.html#IsAnyGraphUpdateQueuedReturns if any graph updates are waiting to be applied.
1468Pathfinding.GraphUpdateProcessor.MarkerApplygraphupdateprocessor.html#MarkerApply
1469Pathfinding.GraphUpdateProcessor.MarkerCalculategraphupdateprocessor.html#MarkerCalculate
1470Pathfinding.GraphUpdateProcessor.MarkerSleepgraphupdateprocessor.html#MarkerSleep
1471Pathfinding.GraphUpdateProcessor.anyGraphUpdateInProgressgraphupdateprocessor.html#anyGraphUpdateInProgressUsed for IsAnyGraphUpdateInProgress.
1472Pathfinding.GraphUpdateProcessor.astargraphupdateprocessor.html#astarHolds graphs that can be updated.
1473Pathfinding.GraphUpdateProcessor.graphUpdateQueuegraphupdateprocessor.html#graphUpdateQueueQueue containing all waiting graph update queries. \n\nAdd to this queue by using AddToQueue. \n\n[more in online documentation]
1474Pathfinding.GraphUpdateProcessor.pendingGraphUpdatesgraphupdateprocessor.html#pendingGraphUpdates
1475Pathfinding.GraphUpdateProcessor.pendingPromisesgraphupdateprocessor.html#pendingPromises
1476Pathfinding.GraphUpdateScene.GizmoColorSelectedgraphupdatescene.html#GizmoColorSelected
1477Pathfinding.GraphUpdateScene.GizmoColorUnselectedgraphupdatescene.html#GizmoColorUnselected
1478Pathfinding.GraphUpdateScene.applyOnScangraphupdatescene.html#applyOnScanApply this graph update object whenever a graph is rescanned.
1479Pathfinding.GraphUpdateScene.applyOnStartgraphupdatescene.html#applyOnStartApply this graph update object on start.
1480Pathfinding.GraphUpdateScene.convexgraphupdatescene.html#convexUse the convex hull of the points instead of the original polygon. \n\n[more in online documentation]
1481Pathfinding.GraphUpdateScene.convexPointsgraphupdatescene.html#convexPointsPrivate cached convex hull of the points.
1482Pathfinding.GraphUpdateScene.firstAppliedgraphupdatescene.html#firstAppliedHas apply been called yet. \n\nUsed to prevent applying twice when both applyOnScan and applyOnStart are enabled
1483Pathfinding.GraphUpdateScene.legacyModegraphupdatescene.html#legacyModeEmulates behavior from before version 4.0.
1484Pathfinding.GraphUpdateScene.legacyUseWorldSpacegraphupdatescene.html#legacyUseWorldSpaceUse world space for coordinates. \n\nIf true, the shape will not follow when moving around the transform.
1485Pathfinding.GraphUpdateScene.minBoundsHeightgraphupdatescene.html#minBoundsHeightMinumum height of the bounds of the resulting Graph Update Object. \n\nUseful when all points are laid out on a plane but you still need a bounds with a height greater than zero since a zero height graph update object would usually result in no nodes being updated.
1486Pathfinding.GraphUpdateScene.modifyTaggraphupdatescene.html#modifyTagShould the tags of the nodes be modified. \n\nIf enabled, set all nodes' tags to setTag
1487Pathfinding.GraphUpdateScene.modifyWalkabilitygraphupdatescene.html#modifyWalkabilityIf true, then all affected nodes will be made walkable or unwalkable according to setWalkability.
1488Pathfinding.GraphUpdateScene.penaltyDeltagraphupdatescene.html#penaltyDeltaPenalty to add to nodes. \n\nUsually you need quite large values, at least 1000-10000. A higher penalty means that agents will try to avoid those nodes more.\n\nBe careful when setting negative values since if a node gets a negative penalty it will underflow and instead get really large. In most cases a warning will be logged if that happens.\n\n[more in online documentation]
1489Pathfinding.GraphUpdateScene.pointsgraphupdatescene.html#pointsPoints which define the region to update.
1490Pathfinding.GraphUpdateScene.resetPenaltyOnPhysicsgraphupdatescene.html#resetPenaltyOnPhysicsReset penalties to their initial values when updating grid graphs and updatePhysics is true. \n\nIf you want to keep old penalties even when you update the graph you may want to disable this option.\n\nThe images below shows two overlapping graph update objects, the right one happened to be applied before the left one. They both have updatePhysics = true and are set to increase the penalty of the nodes by some amount.\n\nThe first image shows the result when resetPenaltyOnPhysics is false. Both penalties are added correctly. <b>[image in online documentation]</b>\n\nThis second image shows when resetPenaltyOnPhysics is set to true. The first GUO is applied correctly, but then the second one (the left one) is applied and during its updating, it resets the penalties first and then adds penalty to the nodes. The result is that the penalties from both GUOs are not added together. The green patch in at the border is there because physics recalculation (recalculation of the position of the node, checking for obstacles etc.) affects a slightly larger area than the original GUO bounds because of the Grid Graph -&gt; Collision Testing -&gt; Diameter setting (it is enlarged by that value). So some extra nodes have their penalties reset.\n\n <b>[image in online documentation]</b>
1491Pathfinding.GraphUpdateScene.setTaggraphupdatescene.html#setTagIf modifyTag is enabled, set all nodes' tags to this value.
1492Pathfinding.GraphUpdateScene.setTagCompatibilitygraphupdatescene.html#setTagCompatibility
1493Pathfinding.GraphUpdateScene.setTagInvertgraphupdatescene.html#setTagInvertPrivate cached inversion of setTag. \n\nUsed for InvertSettings()
1494Pathfinding.GraphUpdateScene.setWalkabilitygraphupdatescene.html#setWalkabilityNodes will be made walkable or unwalkable according to this value if modifyWalkability is true.
1495Pathfinding.GraphUpdateScene.updateErosiongraphupdatescene.html#updateErosionUpdate Erosion for GridGraphs. \n\nWhen enabled, erosion will be recalculated for grid graphs after the GUO has been applied.\n\nIn the below image you can see the different effects you can get with the different values.\n\nThe first image shows the graph when no GUO has been applied. The blue box is not identified as an obstacle by the graph, the reason there are unwalkable nodes around it is because there is a height difference (nodes are placed on top of the box) so erosion will be applied (an erosion value of 2 is used in this graph). The orange box is identified as an obstacle, so the area of unwalkable nodes around it is a bit larger since both erosion and collision has made nodes unwalkable.\n\nThe GUO used simply sets walkability to true, i.e making all nodes walkable.\n\n <b>[image in online documentation]</b>\n\nWhen updateErosion=True, the reason the blue box still has unwalkable nodes around it is because there is still a height difference so erosion will still be applied. The orange box on the other hand has no height difference and all nodes are set to walkable.\n\nWhen updateErosion=False, all nodes walkability are simply set to be walkable in this example.\n\n[more in online documentation]
1496Pathfinding.GraphUpdateScene.updatePhysicsgraphupdatescene.html#updatePhysicsUpdate node's walkability and connectivity using physics functions. \n\nFor grid graphs, this will update the node's position and walkability exactly like when doing a scan of the graph. If enabled for grid graphs, modifyWalkability will be ignored.\n\nFor Point Graphs, this will recalculate all connections which passes through the bounds of the resulting Graph Update Object using raycasts (if enabled).
1497Pathfinding.GraphUpdateSceneEditor.PointColorgraphupdatesceneeditor.html#PointColor
1498Pathfinding.GraphUpdateSceneEditor.PointSelectedColorgraphupdatesceneeditor.html#PointSelectedColor
1499Pathfinding.GraphUpdateSceneEditor.pointGizmosRadiusgraphupdatesceneeditor.html#pointGizmosRadius
1500Pathfinding.GraphUpdateSceneEditor.scriptsgraphupdatesceneeditor.html#scripts
1501Pathfinding.GraphUpdateSceneEditor.selectedPointgraphupdatesceneeditor.html#selectedPoint
1502Pathfinding.GraphUpdateShape.BurstShape.Everythingburstshape.html#EverythingShape that contains everything.
1503Pathfinding.GraphUpdateShape.BurstShape.containsEverythingburstshape.html#containsEverything
1504Pathfinding.GraphUpdateShape.BurstShape.forwardburstshape.html#forward
1505Pathfinding.GraphUpdateShape.BurstShape.originburstshape.html#origin
1506Pathfinding.GraphUpdateShape.BurstShape.pointsburstshape.html#points
1507Pathfinding.GraphUpdateShape.BurstShape.rightburstshape.html#right
1508Pathfinding.GraphUpdateShape._convexgraphupdateshape.html#_convex
1509Pathfinding.GraphUpdateShape._convexPointsgraphupdateshape.html#_convexPoints
1510Pathfinding.GraphUpdateShape._pointsgraphupdateshape.html#_points
1511Pathfinding.GraphUpdateShape.convexgraphupdateshape.html#convexSets if the convex hull of the points should be calculated. \n\nConvex hulls are faster but non-convex hulls can be used to specify more complicated shapes.
1512Pathfinding.GraphUpdateShape.forwardgraphupdateshape.html#forward
1513Pathfinding.GraphUpdateShape.minimumHeightgraphupdateshape.html#minimumHeight
1514Pathfinding.GraphUpdateShape.origingraphupdateshape.html#origin
1515Pathfinding.GraphUpdateShape.pointsgraphupdateshape.html#pointsGets or sets the points of the polygon in the shape. \n\nThese points should be specified in clockwise order. Will automatically calculate the convex hull if convex is set to true
1516Pathfinding.GraphUpdateShape.rightgraphupdateshape.html#right
1517Pathfinding.GraphUpdateShape.upgraphupdateshape.html#up
1518Pathfinding.GraphUpdateStagepathfinding.html#GraphUpdateStageInfo about if a graph update has been applied or not.
1519Pathfinding.GraphUpdateThreadingpathfinding.html#GraphUpdateThreading
1520Pathfinding.Graphs.Grid.ColliderTypegrid.html#ColliderTypeDetermines collision check shape. \n\n[more in online documentation]
1521Pathfinding.Graphs.Grid.GraphCollision.RaycastErrorMargingraphcollision.html#RaycastErrorMarginOffset to apply after each raycast to make sure we don't hit the same point again in CheckHeightAll.
1522Pathfinding.Graphs.Grid.GraphCollision.collisionCheckgraphcollision.html#collisionCheckToggle collision check.
1523Pathfinding.Graphs.Grid.GraphCollision.collisionOffsetgraphcollision.html#collisionOffsetHeight above the ground that collision checks should be done. \n\nFor example, if the ground was found at y=0, collisionOffset = 2 type = Capsule and height = 3 then the physics system will be queried to see if there are any colliders in a capsule for which the bottom sphere that is made up of is centered at y=2 and the top sphere has its center at y=2+3=5.\n\nIf type = Sphere then the sphere's center would be at y=2 in this case.
1524Pathfinding.Graphs.Grid.GraphCollision.contactFiltergraphcollision.html#contactFilterUsed for 2D collision queries.
1525Pathfinding.Graphs.Grid.GraphCollision.diametergraphcollision.html#diameterDiameter of capsule or sphere when checking for collision. \n\nWhen checking for collisions the system will check if any colliders overlap a specific shape at the node's position. The shape is determined by the type field.\n\nA diameter of 1 means that the shape has a diameter equal to the node's width, or in other words it is equal to nodeSize .\n\nIf type is set to Ray, this does not affect anything.\n\n <b>[image in online documentation]</b>
1526Pathfinding.Graphs.Grid.GraphCollision.dummyArraygraphcollision.html#dummyArrayJust so that the Physics2D.OverlapPoint method has some buffer to store things in. \n\nWe never actually read from this array, so we don't even care if this is thread safe.
1527Pathfinding.Graphs.Grid.GraphCollision.finalRadiusgraphcollision.html#finalRadiusdiameter * scale * 0.5. \n\nWhere <b>scale</b> usually is nodeSize \n\n[more in online documentation]
1528Pathfinding.Graphs.Grid.GraphCollision.finalRaycastRadiusgraphcollision.html#finalRaycastRadiusthickRaycastDiameter * scale * 0.5. \n\nWhere <b>scale</b> usually is nodeSize \n\n[more in online documentation]
1529Pathfinding.Graphs.Grid.GraphCollision.fromHeightgraphcollision.html#fromHeightThe height to check from when checking height ('ray length' in the inspector). \n\nAs the image below visualizes, different ray lengths can make the ray hit different things. The distance is measured up from the graph plane.\n\n <b>[image in online documentation]</b>
1530Pathfinding.Graphs.Grid.GraphCollision.heightgraphcollision.html#heightHeight of capsule or length of ray when checking for collision. \n\nIf type is set to Sphere, this does not affect anything.\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
1531Pathfinding.Graphs.Grid.GraphCollision.heightCheckgraphcollision.html#heightCheckToggle height check. \n\nIf false, the grid will be flat.\n\nThis setting will be ignored when 2D physics is used.
1532Pathfinding.Graphs.Grid.GraphCollision.heightMaskgraphcollision.html#heightMaskLayers to be included in the height check.
1533Pathfinding.Graphs.Grid.GraphCollision.hitBuffergraphcollision.html#hitBufferInternal buffer used by CheckHeightAll.
1534Pathfinding.Graphs.Grid.GraphCollision.maskgraphcollision.html#maskLayers to be treated as obstacles.
1535Pathfinding.Graphs.Grid.GraphCollision.rayDirectiongraphcollision.html#rayDirectionDirection of the ray when checking for collision. \n\nIf type is not Ray, this does not affect anything\n\n[more in online documentation]
1536Pathfinding.Graphs.Grid.GraphCollision.thickRaycastgraphcollision.html#thickRaycastToggles thick raycast. \n\n[more in online documentation]
1537Pathfinding.Graphs.Grid.GraphCollision.thickRaycastDiametergraphcollision.html#thickRaycastDiameterDiameter of the thick raycast in nodes. \n\n1 equals nodeSize
1538Pathfinding.Graphs.Grid.GraphCollision.typegraphcollision.html#typeCollision shape to use. \n\n[more in online documentation]
1539Pathfinding.Graphs.Grid.GraphCollision.unwalkableWhenNoGroundgraphcollision.html#unwalkableWhenNoGroundMake nodes unwalkable when no ground was found with the height raycast. \n\nIf height raycast is turned off, this doesn't affect anything.
1540Pathfinding.Graphs.Grid.GraphCollision.upgraphcollision.html#upDirection to use as <b>UP</b>. \n\n[more in online documentation]
1541Pathfinding.Graphs.Grid.GraphCollision.upheightgraphcollision.html#upheightup * height. \n\n[more in online documentation]
1542Pathfinding.Graphs.Grid.GraphCollision.use2Dgraphcollision.html#use2DUse Unity 2D Physics API. \n\nIf enabled, the 2D Physics API will be used, and if disabled, the 3D Physics API will be used.\n\nThis changes the collider types (see type) from 3D versions to their corresponding 2D versions. For example the sphere shape becomes a circle.\n\nThe heightCheck setting will be ignored when 2D physics is used.\n\n[more in online documentation]
1543Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodePositionslightreader.html#nodePositions
1544Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodeWalkablelightreader.html#nodeWalkable
1545Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodeslightreader.html#nodes
1546Pathfinding.Graphs.Grid.GridGraphNodeData.allocationMethodgridgraphnodedata.html#allocationMethod
1547Pathfinding.Graphs.Grid.GridGraphNodeData.boundsgridgraphnodedata.html#boundsBounds for the part of the graph that this data represents. \n\nFor example if the first layer of a layered grid graph is being updated between x=10 and x=20, z=5 and z=15 then this will be IntBounds(xmin=10, ymin=0, zmin=5, xmax=20, ymax=0, zmax=15)
1548Pathfinding.Graphs.Grid.GridGraphNodeData.connectionsgridgraphnodedata.html#connectionsBitpacked connections of all nodes. \n\nConnections are stored in different formats depending on layeredDataLayout. You can use LayeredGridAdjacencyMapper and FlatGridAdjacencyMapper to access connections for the different data layouts.\n\nData is valid in these passes:\n- BeforeCollision: Invalid\n\n- BeforeConnections: Invalid\n\n- AfterConnections: Valid\n\n- AfterErosion: Valid (but will be overwritten)\n\n- PostProcess: Valid
1549Pathfinding.Graphs.Grid.GridGraphNodeData.layeredDataLayoutgridgraphnodedata.html#layeredDataLayoutTrue if the data may have multiple layers. \n\nFor layered data the nodes are laid out as `data[y*width*depth + z*width + x]`. For non-layered data the nodes are laid out as `data[z*width + x]` (which is equivalent to the above layout assuming y=0).\n\nThis also affects how node connections are stored. You can use LayeredGridAdjacencyMapper and FlatGridAdjacencyMapper to access connections for the different data layouts.
1550Pathfinding.Graphs.Grid.GridGraphNodeData.layersgridgraphnodedata.html#layersNumber of layers that the data contains. \n\nFor a non-layered grid graph this will always be 1.
1551Pathfinding.Graphs.Grid.GridGraphNodeData.normalsgridgraphnodedata.html#normalsNormals of all nodes. \n\nIf height testing is disabled the normal will be (0,1,0) for all nodes. If a node doesn't exist (only happens in layered grid graphs) or if the height raycast didn't hit anything then the normal will be (0,0,0).\n\nData is valid in these passes:\n- BeforeCollision: Valid\n\n- BeforeConnections: Valid\n\n- AfterConnections: Valid\n\n- AfterErosion: Valid\n\n- PostProcess: Valid
1552Pathfinding.Graphs.Grid.GridGraphNodeData.numNodesgridgraphnodedata.html#numNodes
1553Pathfinding.Graphs.Grid.GridGraphNodeData.penaltiesgridgraphnodedata.html#penaltiesBitpacked connections of all nodes. \n\nData is valid in these passes:\n- BeforeCollision: Valid\n\n- BeforeConnections: Valid\n\n- AfterConnections: Valid\n\n- AfterErosion: Valid\n\n- PostProcess: Valid
1554Pathfinding.Graphs.Grid.GridGraphNodeData.positionsgridgraphnodedata.html#positionsPositions of all nodes. \n\nData is valid in these passes:\n- BeforeCollision: Valid\n\n- BeforeConnections: Valid\n\n- AfterConnections: Valid\n\n- AfterErosion: Valid\n\n- PostProcess: Valid
1555Pathfinding.Graphs.Grid.GridGraphNodeData.tagsgridgraphnodedata.html#tagsTags of all nodes. \n\nData is valid in these passes:\n- BeforeCollision: Valid (but if erosion uses tags then it will be overwritten later)\n\n- BeforeConnections: Valid (but if erosion uses tags then it will be overwritten later)\n\n- AfterConnections: Valid (but if erosion uses tags then it will be overwritten later)\n\n- AfterErosion: Valid\n\n- PostProcess: Valid
1556Pathfinding.Graphs.Grid.GridGraphNodeData.walkablegridgraphnodedata.html#walkableWalkability of all nodes before erosion happens. \n\nData is valid in these passes:\n- BeforeCollision: Valid (it will be combined with collision testing later)\n\n- BeforeConnections: Valid\n\n- AfterConnections: Valid\n\n- AfterErosion: Valid\n\n- PostProcess: Valid
1557Pathfinding.Graphs.Grid.GridGraphNodeData.walkableWithErosiongridgraphnodedata.html#walkableWithErosionWalkability of all nodes after erosion happens. \n\nThis is the final walkability of the nodes. If no erosion is used then the data will just be copied from the walkable array.\n\nData is valid in these passes:\n- BeforeCollision: Invalid\n\n- BeforeConnections: Invalid\n\n- AfterConnections: Invalid\n\n- AfterErosion: Valid\n\n- PostProcess: Valid
1558Pathfinding.Graphs.Grid.GridGraphScanData.boundsgridgraphscandata.html#boundsBounds of the data arrays. \n\n[more in online documentation]
1559Pathfinding.Graphs.Grid.GridGraphScanData.dependencyTrackergridgraphscandata.html#dependencyTrackerTracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually. \n\nAlways use when scheduling jobs.
1560Pathfinding.Graphs.Grid.GridGraphScanData.heightHitsgridgraphscandata.html#heightHitsRaycasts hits used for height testing. \n\nThis data is only valid if height testing is enabled, otherwise the array is uninitialized (heightHits.IsCreated will be false).\n\nData is valid in these passes:\n- BeforeCollision: Valid (if height testing is enabled)\n\n- BeforeConnections: Valid (if height testing is enabled)\n\n- AfterConnections: Valid (if height testing is enabled)\n\n- AfterErosion: Valid (if height testing is enabled)\n\n- PostProcess: Valid (if height testing is enabled)\n\n\n\n[more in online documentation]
1561Pathfinding.Graphs.Grid.GridGraphScanData.heightHitsBoundsgridgraphscandata.html#heightHitsBoundsBounds for the heightHits array. \n\nDuring an update, the scan data may contain more nodes than we are doing height testing for. For a few nodes around the update, the data will be read from the existing graph, instead. This is done for performance. This means that there may not be any height testing information these nodes. However, all nodes that will be written to will always have height testing information.
1562Pathfinding.Graphs.Grid.GridGraphScanData.layeredDataLayoutgridgraphscandata.html#layeredDataLayoutTrue if the data may have multiple layers. \n\nFor layered data the nodes are laid out as `data[y*width*depth + z*width + x]`. For non-layered data the nodes are laid out as `data[z*width + x]` (which is equivalent to the above layout assuming y=0).\n\n[more in online documentation]
1563Pathfinding.Graphs.Grid.GridGraphScanData.nodeConnectionsgridgraphscandata.html#nodeConnectionsNode connections. \n\n[more in online documentation]
1564Pathfinding.Graphs.Grid.GridGraphScanData.nodeNormalsgridgraphscandata.html#nodeNormalsNode normals. \n\n[more in online documentation]
1565Pathfinding.Graphs.Grid.GridGraphScanData.nodePenaltiesgridgraphscandata.html#nodePenaltiesNode penalties. \n\n[more in online documentation]
1566Pathfinding.Graphs.Grid.GridGraphScanData.nodePositionsgridgraphscandata.html#nodePositionsNode positions. \n\n[more in online documentation]
1567Pathfinding.Graphs.Grid.GridGraphScanData.nodeTagsgridgraphscandata.html#nodeTagsNode tags. \n\n[more in online documentation]
1568Pathfinding.Graphs.Grid.GridGraphScanData.nodeWalkablegridgraphscandata.html#nodeWalkableNode walkability. \n\n[more in online documentation]
1569Pathfinding.Graphs.Grid.GridGraphScanData.nodeWalkableWithErosiongridgraphscandata.html#nodeWalkableWithErosionNode walkability with erosion. \n\n[more in online documentation]
1570Pathfinding.Graphs.Grid.GridGraphScanData.nodesgridgraphscandata.html#nodesData for all nodes in the graph update that is being calculated.
1571Pathfinding.Graphs.Grid.GridGraphScanData.transformgridgraphscandata.html#transformTransforms graph-space to world space.
1572Pathfinding.Graphs.Grid.GridGraphScanData.upgridgraphscandata.html#upThe up direction of the graph, in world space.
1573Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.activejoballocatenodes.html#active
1574Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.dataBoundsjoballocatenodes.html#dataBounds
1575Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.newGridNodeDelegatejoballocatenodes.html#newGridNodeDelegate
1576Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodeArrayBoundsjoballocatenodes.html#nodeArrayBounds
1577Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodeNormalsjoballocatenodes.html#nodeNormals
1578Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodesjoballocatenodes.html#nodes
1579Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.allowBoundsChecksjobcalculategridconnections.html#allowBoundsChecks
1580Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.arrayBoundsjobcalculategridconnections.html#arrayBounds
1581Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.boundsjobcalculategridconnections.html#bounds
1582Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.characterHeightjobcalculategridconnections.html#characterHeight
1583Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.cutCornersjobcalculategridconnections.html#cutCorners
1584Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.layeredDataLayoutjobcalculategridconnections.html#layeredDataLayout
1585Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.maxStepHeightjobcalculategridconnections.html#maxStepHeight
1586Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.maxStepUsesSlopejobcalculategridconnections.html#maxStepUsesSlope
1587Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.neighboursjobcalculategridconnections.html#neighbours
1588Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeConnectionsjobcalculategridconnections.html#nodeConnectionsAll bitpacked node connections.
1589Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeNormalsjobcalculategridconnections.html#nodeNormals
1590Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodePositionsjobcalculategridconnections.html#nodePositions
1591Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeWalkablejobcalculategridconnections.html#nodeWalkable
1592Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.upjobcalculategridconnections.html#upNormalized up direction.
1593Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.use2Djobcalculategridconnections.html#use2D
1594Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.collisionjobcheckcollisions.html#collision
1595Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.collisionResultjobcheckcollisions.html#collisionResult
1596Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.nodePositionsjobcheckcollisions.html#nodePositions
1597Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.startIndexjobcheckcollisions.html#startIndex
1598Pathfinding.Graphs.Grid.Jobs.JobColliderHitsToBooleans.hitsjobcolliderhitstobooleans.html#hits
1599Pathfinding.Graphs.Grid.Jobs.JobColliderHitsToBooleans.resultjobcolliderhitstobooleans.html#result
1600Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.boundsjobcopybuffers.html#bounds
1601Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.copyPenaltyAndTagsjobcopybuffers.html#copyPenaltyAndTags
1602Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.inputjobcopybuffers.html#input
1603Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.outputjobcopybuffers.html#output
1604Pathfinding.Graphs.Grid.Jobs.JobErosion.boundsjoberosion.html#bounds
1605Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionjoberosion.html#erosion
1606Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionStartTagjoberosion.html#erosionStartTag
1607Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionTagsPrecedenceMaskjoberosion.html#erosionTagsPrecedenceMask
1608Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionUsesTagsjoberosion.html#erosionUsesTags
1609Pathfinding.Graphs.Grid.Jobs.JobErosion.hexagonNeighbourIndicesjoberosion.html#hexagonNeighbourIndices
1610Pathfinding.Graphs.Grid.Jobs.JobErosion.neighboursjoberosion.html#neighbours
1611Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeConnectionsjoberosion.html#nodeConnections
1612Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeTagsjoberosion.html#nodeTags
1613Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeWalkablejoberosion.html#nodeWalkable
1614Pathfinding.Graphs.Grid.Jobs.JobErosion.outNodeWalkablejoberosion.html#outNodeWalkable
1615Pathfinding.Graphs.Grid.Jobs.JobErosion.writeMaskjoberosion.html#writeMask
1616Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.allowBoundsChecksjobfilterdiagonalconnections.html#allowBoundsChecks
1617Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.cutCornersjobfilterdiagonalconnections.html#cutCorners
1618Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.neighboursjobfilterdiagonalconnections.html#neighbours
1619Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.nodeConnectionsjobfilterdiagonalconnections.html#nodeConnectionsAll bitpacked node connections.
1620Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.slicejobfilterdiagonalconnections.html#slice
1621Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.hit1jobmergeraycastcollisionhits.html#hit1
1622Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.hit2jobmergeraycastcollisionhits.html#hit2
1623Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.resultjobmergeraycastcollisionhits.html#result
1624Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.boundsjobnodegridlayout.html#bounds
1625Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.graphToWorldjobnodegridlayout.html#graphToWorld
1626Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.nodePositionsjobnodegridlayout.html#nodePositions
1627Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.characterHeightjobnodewalkability.html#characterHeightFor layered grid graphs, if there's a node above another node closer than this distance, the lower node will be made unwalkable.
1628Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.layerStridejobnodewalkability.html#layerStrideNumber of nodes in each layer.
1629Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.maxSlopejobnodewalkability.html#maxSlopeMax slope in degrees.
1630Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodeNormalsjobnodewalkability.html#nodeNormals
1631Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodePositionsjobnodewalkability.html#nodePositions
1632Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodeWalkablejobnodewalkability.html#nodeWalkable
1633Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.unwalkableWhenNoGroundjobnodewalkability.html#unwalkableWhenNoGroundIf true, nodes will be made unwalkable if no ground was found under them.
1634Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.upjobnodewalkability.html#upNormalized up direction of the graph.
1635Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.useRaycastNormaljobnodewalkability.html#useRaycastNormalIf true, use the normal of the raycast hit to check if the ground is flat enough to stand on. \n\nAny nodes with a steeper slope than maxSlope will be made unwalkable.
1636Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.commandsjobpreparecapsulecommands.html#commands
1637Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.directionjobpreparecapsulecommands.html#direction
1638Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.maskjobpreparecapsulecommands.html#mask
1639Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.originOffsetjobpreparecapsulecommands.html#originOffset
1640Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.originsjobpreparecapsulecommands.html#origins
1641Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.physicsScenejobpreparecapsulecommands.html#physicsScene
1642Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.radiusjobpreparecapsulecommands.html#radius
1643Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.boundsjobpreparegridraycast.html#bounds
1644Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.graphToWorldjobpreparegridraycast.html#graphToWorld
1645Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.physicsScenejobpreparegridraycast.html#physicsScene
1646Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastCommandsjobpreparegridraycast.html#raycastCommands
1647Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastDirectionjobpreparegridraycast.html#raycastDirection
1648Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastMaskjobpreparegridraycast.html#raycastMask
1649Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastOffsetjobpreparegridraycast.html#raycastOffset
1650Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.directionjobprepareraycasts.html#direction
1651Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.distancejobprepareraycasts.html#distance
1652Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.maskjobprepareraycasts.html#mask
1653Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.originOffsetjobprepareraycasts.html#originOffset
1654Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.originsjobprepareraycasts.html#origins
1655Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.physicsScenejobprepareraycasts.html#physicsScene
1656Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.raycastCommandsjobprepareraycasts.html#raycastCommands
1657Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.commandsjobpreparespherecommands.html#commands
1658Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.maskjobpreparespherecommands.html#mask
1659Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.originOffsetjobpreparespherecommands.html#originOffset
1660Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.originsjobpreparespherecommands.html#origins
1661Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.physicsScenejobpreparespherecommands.html#physicsScene
1662Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.radiusjobpreparespherecommands.html#radius
1663Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeConnectionsreader.html#nodeConnections
1664Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodePenaltiesreader.html#nodePenalties
1665Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodePositionsreader.html#nodePositions
1666Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeTagsreader.html#nodeTags
1667Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeWalkablereader.html#nodeWalkable
1668Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeWalkableWithErosionreader.html#nodeWalkableWithErosion
1669Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodesreader.html#nodes
1670Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.allowBoundsChecksjobreadnodedata.html#allowBoundsChecks
1671Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.graphIndexjobreadnodedata.html#graphIndex
1672Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeConnectionsjobreadnodedata.html#nodeConnections
1673Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodePenaltiesjobreadnodedata.html#nodePenalties
1674Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodePositionsjobreadnodedata.html#nodePositions
1675Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeTagsjobreadnodedata.html#nodeTags
1676Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeWalkablejobreadnodedata.html#nodeWalkable
1677Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeWalkableWithErosionjobreadnodedata.html#nodeWalkableWithErosion
1678Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodesHandlejobreadnodedata.html#nodesHandle
1679Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.slicejobreadnodedata.html#slice
1680Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.boundsjobrelocatenodes.html#bounds
1681Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.graphToWorldjobrelocatenodes.html#graphToWorld
1682Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.positionsjobrelocatenodes.html#positions
1683Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.previousWorldToGraphjobrelocatenodes.html#previousWorldToGraph
1684Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.allowBoundsChecksjobwritenodedata.html#allowBoundsChecks
1685Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.dataBoundsjobwritenodedata.html#dataBounds
1686Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.graphIndexjobwritenodedata.html#graphIndex
1687Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeArrayBoundsjobwritenodedata.html#nodeArrayBounds(width, depth) of the array that the nodesHandle refers to
1688Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeConnectionsjobwritenodedata.html#nodeConnections
1689Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodePenaltiesjobwritenodedata.html#nodePenalties
1690Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodePositionsjobwritenodedata.html#nodePositions
1691Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeTagsjobwritenodedata.html#nodeTags
1692Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeWalkablejobwritenodedata.html#nodeWalkable
1693Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeWalkableWithErosionjobwritenodedata.html#nodeWalkableWithErosion
1694Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodesHandlejobwritenodedata.html#nodesHandle
1695Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.writeMaskjobwritenodedata.html#writeMask
1696Pathfinding.Graphs.Grid.RayDirectiongrid.html#RayDirectionDetermines collision check ray direction.
1697Pathfinding.Graphs.Grid.Rules.CustomGridGraphRuleEditorAttribute.namecustomgridgraphruleeditorattribute.html#name
1698Pathfinding.Graphs.Grid.Rules.CustomGridGraphRuleEditorAttribute.typecustomgridgraphruleeditorattribute.html#type
1699Pathfinding.Graphs.Grid.Rules.GridGraphRule.Hashgridgraphrule.html#HashHash of the settings for this rule. \n\nThe Register method will be called again whenever the hash changes. If the hash does not change it is assumed that the Register method does not need to be called again.
1700Pathfinding.Graphs.Grid.Rules.GridGraphRule.Passgridgraphrule.html#PassWhere in the scanning process a rule will be executed. \n\nCheck the documentation for GridGraphScanData to see which data fields are valid in which passes.
1701Pathfinding.Graphs.Grid.Rules.GridGraphRule.dirtygridgraphrule.html#dirty
1702Pathfinding.Graphs.Grid.Rules.GridGraphRule.enabledgridgraphrule.html#enabledOnly enabled rules are executed.
1703Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.datacontext2.html#dataData for all the nodes as NativeArrays.
1704Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.graphcontext2.html#graphGraph which is being scanned or updated.
1705Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.trackercontext2.html#trackerTracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually. \n\nAlways use when scheduling jobs.
1706Pathfinding.Graphs.Grid.Rules.GridGraphRules.jobSystemCallbacksgridgraphrules.html#jobSystemCallbacks
1707Pathfinding.Graphs.Grid.Rules.GridGraphRules.lastHashgridgraphrules.html#lastHash
1708Pathfinding.Graphs.Grid.Rules.GridGraphRules.mainThreadCallbacksgridgraphrules.html#mainThreadCallbacks
1709Pathfinding.Graphs.Grid.Rules.GridGraphRules.rulesgridgraphrules.html#rulesList of all rules.
1710Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.angleToPenaltyjobpenaltyangle.html#angleToPenalty
1711Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.nodeNormalsjobpenaltyangle.html#nodeNormals
1712Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.penaltyjobpenaltyangle.html#penalty
1713Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.upjobpenaltyangle.html#up
1714Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.angleToPenaltyruleanglepenalty.html#angleToPenalty
1715Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.curveruleanglepenalty.html#curve
1716Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.penaltyScaleruleanglepenalty.html#penaltyScale
1717Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.elevationToPenaltyjobelevationpenalty.html#elevationToPenalty
1718Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.nodePositionsjobelevationpenalty.html#nodePositions
1719Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.penaltyjobelevationpenalty.html#penalty
1720Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.worldToGraphjobelevationpenalty.html#worldToGraph
1721Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.curveruleelevationpenalty.html#curve
1722Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.elevationRangeruleelevationpenalty.html#elevationRange
1723Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.elevationToPenaltyruleelevationpenalty.html#elevationToPenalty
1724Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.penaltyScaleruleelevationpenalty.html#penaltyScale
1725Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.actionperlayerrule.html#actionThe action to apply to matching nodes.
1726Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.layerperlayerrule.html#layerLayer this rule applies to.
1727Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.tagperlayerrule.html#tagTag for the RuleAction.SetTag action. \n\nMust be between 0 and Pathfinding.GraphNode.MaxTagIndex
1728Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.RuleActionruleperlayermodifications.html#RuleAction
1729Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.SetTagBitruleperlayermodifications.html#SetTagBit
1730Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.layerRulesruleperlayermodifications.html#layerRules
1731Pathfinding.Graphs.Grid.Rules.RuleTexture.ChannelUseruletexture.html#ChannelUse
1732Pathfinding.Graphs.Grid.Rules.RuleTexture.Hashruletexture.html#Hash
1733Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.boundsjobtexturepenalty.html#bounds
1734Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.channelDeterminesWalkabilityjobtexturepenalty.html#channelDeterminesWalkability
1735Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.channelPenaltiesjobtexturepenalty.html#channelPenalties
1736Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.colorDatajobtexturepenalty.html#colorData
1737Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.colorDataSizejobtexturepenalty.html#colorDataSize
1738Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.nodeNormalsjobtexturepenalty.html#nodeNormals
1739Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.penaltyjobtexturepenalty.html#penalty
1740Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.scalejobtexturepenalty.html#scale
1741Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.walkablejobtexturepenalty.html#walkable
1742Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.boundsjobtextureposition.html#bounds
1743Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.channelPositionScalejobtextureposition.html#channelPositionScale
1744Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.colorDatajobtextureposition.html#colorData
1745Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.colorDataSizejobtextureposition.html#colorDataSize
1746Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.graphToWorldjobtextureposition.html#graphToWorld
1747Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.nodeNormalsjobtextureposition.html#nodeNormals
1748Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.nodePositionsjobtextureposition.html#nodePositions
1749Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.scalejobtextureposition.html#scale
1750Pathfinding.Graphs.Grid.Rules.RuleTexture.ScalingModeruletexture.html#ScalingMode
1751Pathfinding.Graphs.Grid.Rules.RuleTexture.channelScalesruletexture.html#channelScales
1752Pathfinding.Graphs.Grid.Rules.RuleTexture.channelsruletexture.html#channels
1753Pathfinding.Graphs.Grid.Rules.RuleTexture.colorsruletexture.html#colors
1754Pathfinding.Graphs.Grid.Rules.RuleTexture.nodesPerPixelruletexture.html#nodesPerPixel
1755Pathfinding.Graphs.Grid.Rules.RuleTexture.scalingModeruletexture.html#scalingMode
1756Pathfinding.Graphs.Grid.Rules.RuleTexture.textureruletexture.html#texture
1757Pathfinding.Graphs.Navmesh.AABBTree.AABBComparer.dimaabbcomparer.html#dim
1758Pathfinding.Graphs.Navmesh.AABBTree.AABBComparer.nodesaabbcomparer.html#nodes
1759Pathfinding.Graphs.Navmesh.AABBTree.Key.isValidkey.html#isValid
1760Pathfinding.Graphs.Navmesh.AABBTree.Key.nodekey.html#node
1761Pathfinding.Graphs.Navmesh.AABBTree.Key.valuekey.html#value
1762Pathfinding.Graphs.Navmesh.AABBTree.NoNodeaabbtree.html#NoNode
1763Pathfinding.Graphs.Navmesh.AABBTree.Node.AllocatedBitnode2.html#AllocatedBit
1764Pathfinding.Graphs.Navmesh.AABBTree.Node.InvalidParentnode2.html#InvalidParent
1765Pathfinding.Graphs.Navmesh.AABBTree.Node.ParentMasknode2.html#ParentMask
1766Pathfinding.Graphs.Navmesh.AABBTree.Node.TagInsideBitnode2.html#TagInsideBit
1767Pathfinding.Graphs.Navmesh.AABBTree.Node.TagPartiallyInsideBitnode2.html#TagPartiallyInsideBit
1768Pathfinding.Graphs.Navmesh.AABBTree.Node.boundsnode2.html#bounds
1769Pathfinding.Graphs.Navmesh.AABBTree.Node.flagsnode2.html#flags
1770Pathfinding.Graphs.Navmesh.AABBTree.Node.isAllocatednode2.html#isAllocated
1771Pathfinding.Graphs.Navmesh.AABBTree.Node.isLeafnode2.html#isLeaf
1772Pathfinding.Graphs.Navmesh.AABBTree.Node.leftnode2.html#left
1773Pathfinding.Graphs.Navmesh.AABBTree.Node.parentnode2.html#parent
1774Pathfinding.Graphs.Navmesh.AABBTree.Node.rightnode2.html#right
1775Pathfinding.Graphs.Navmesh.AABBTree.Node.subtreePartiallyTaggednode2.html#subtreePartiallyTagged
1776Pathfinding.Graphs.Navmesh.AABBTree.Node.valuenode2.html#value
1777Pathfinding.Graphs.Navmesh.AABBTree.Node.wholeSubtreeTaggednode2.html#wholeSubtreeTagged
1778Pathfinding.Graphs.Navmesh.AABBTree.freeNodesaabbtree.html#freeNodes
1779Pathfinding.Graphs.Navmesh.AABBTree.nodesaabbtree.html#nodes
1780Pathfinding.Graphs.Navmesh.AABBTree.rebuildCounteraabbtree.html#rebuildCounter
1781Pathfinding.Graphs.Navmesh.AABBTree.rootaabbtree.html#root
1782Pathfinding.Graphs.Navmesh.AABBTree.this[Key key]aabbtree.html#thisKeykeyUser data for a node in the tree.
1783Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.IsLeafbbtreebox.html#IsLeaf
1784Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.leftbbtreebox.html#left
1785Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.nodeOffsetbbtreebox.html#nodeOffset
1786Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.rectbbtreebox.html#rect
1787Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.rightbbtreebox.html#right
1788Pathfinding.Graphs.Navmesh.BBTree.CloseNode.closestPointOnNodeclosenode.html#closestPointOnNode
1789Pathfinding.Graphs.Navmesh.BBTree.CloseNode.distanceSqclosenode.html#distanceSq
1790Pathfinding.Graphs.Navmesh.BBTree.CloseNode.nodeclosenode.html#node
1791Pathfinding.Graphs.Navmesh.BBTree.CloseNode.tieBreakingDistanceclosenode.html#tieBreakingDistance
1792Pathfinding.Graphs.Navmesh.BBTree.DistanceMetricbbtree.html#DistanceMetric
1793Pathfinding.Graphs.Navmesh.BBTree.MAX_TREE_HEIGHTbbtree.html#MAX_TREE_HEIGHT
1794Pathfinding.Graphs.Navmesh.BBTree.MaximumLeafSizebbtree.html#MaximumLeafSize
1795Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.BoxWithDist.distSqrboxwithdist.html#distSqr
1796Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.BoxWithDist.indexboxwithdist.html#index
1797Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.Currentnearbynodesiterator.html#Current
1798Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.currentnearbynodesiterator.html#current
1799Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.distanceThresholdSqrnearbynodesiterator.html#distanceThresholdSqr
1800Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.indexInLeafnearbynodesiterator.html#indexInLeaf
1801Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.nodesnearbynodesiterator.html#nodes
1802Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.pointnearbynodesiterator.html#point
1803Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.projectionnearbynodesiterator.html#projection
1804Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.stacknearbynodesiterator.html#stack
1805Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.stackSizenearbynodesiterator.html#stackSize
1806Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.tieBreakingDistanceThresholdnearbynodesiterator.html#tieBreakingDistanceThreshold
1807Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.treenearbynodesiterator.html#tree
1808Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.trianglesnearbynodesiterator.html#triangles
1809Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.verticesnearbynodesiterator.html#vertices
1810Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.alignedWithXZPlaneprojectionparams.html#alignedWithXZPlane
1811Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.alignedWithXZPlaneBackingprojectionparams.html#alignedWithXZPlaneBacking
1812Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.distanceMetricprojectionparams.html#distanceMetric
1813Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.distanceScaleAlongProjectionAxisprojectionparams.html#distanceScaleAlongProjectionAxis
1814Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.planeProjectionprojectionparams.html#planeProjection
1815Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.projectedUpNormalizedprojectionparams.html#projectedUpNormalized
1816Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.projectionAxisprojectionparams.html#projectionAxis
1817Pathfinding.Graphs.Navmesh.BBTree.Sizebbtree.html#Size
1818Pathfinding.Graphs.Navmesh.BBTree.nodePermutationbbtree.html#nodePermutation
1819Pathfinding.Graphs.Navmesh.BBTree.treebbtree.html#treeHolds all tree nodes.
1820Pathfinding.Graphs.Navmesh.CircleGeometryUtilities.circleRadiusAdjustmentFactorscirclegeometryutilities.html#circleRadiusAdjustmentFactorsCached values for CircleRadiusAdjustmentFactor. \n\nWe can calculate the area of a polygonized circle, and equate that with the area of a unit circle <b>[code in online documentation]</b>\n\nGenerated using the python code: <b>[code in online documentation]</b>\n\nIt would be nice to generate this using a static constructor, but that is not supported by Unity's burst compiler.
1821Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.boundsshapemesh.html#bounds
1822Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.endIndexshapemesh.html#endIndex
1823Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.matrixshapemesh.html#matrix
1824Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.startIndexshapemesh.html#startIndex
1825Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.tagshapemesh.html#tag
1826Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.Progressbuildnodetilesoutput.html#Progress
1827Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.dependencybuildnodetilesoutput.html#dependency
1828Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.tilesbuildnodetilesoutput.html#tiles
1829Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.astarjobbuildnodes.html#astar
1830Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.graphIndexjobbuildnodes.html#graphIndex
1831Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.graphToWorldSpacejobbuildnodes.html#graphToWorldSpace
1832Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.initialPenaltyjobbuildnodes.html#initialPenalty
1833Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.maxTileConnectionEdgeDistancejobbuildnodes.html#maxTileConnectionEdgeDistance
1834Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.recalculateNormalsjobbuildnodes.html#recalculateNormals
1835Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.tileLayoutjobbuildnodes.html#tileLayout
1836Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.BuildNavmeshOutput.Progressbuildnavmeshoutput.html#Progress
1837Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.BuildNavmeshOutput.tilesbuildnavmeshoutput.html#tiles
1838Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.matrixjobtransformtilecoordinates.html#matrix
1839Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.outputVerticesjobtransformtilecoordinates.html#outputVertices
1840Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.verticesjobtransformtilecoordinates.html#vertices
1841Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.indicesjobbuildtilemeshfromvertices.html#indices
1842Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.meshToGraphjobbuildtilemeshfromvertices.html#meshToGraph
1843Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.outputBuffersjobbuildtilemeshfromvertices.html#outputBuffers
1844Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.recalculateNormalsjobbuildtilemeshfromvertices.html#recalculateNormals
1845Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.verticesjobbuildtilemeshfromvertices.html#vertices
1846Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildCompactFieldjobbuildtilemeshfromvoxels.html#MarkerBuildCompactField
1847Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildConnectionsjobbuildtilemeshfromvoxels.html#MarkerBuildConnections
1848Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildContoursjobbuildtilemeshfromvoxels.html#MarkerBuildContours
1849Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildDistanceFieldjobbuildtilemeshfromvoxels.html#MarkerBuildDistanceField
1850Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildMeshjobbuildtilemeshfromvoxels.html#MarkerBuildMesh
1851Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildRegionsjobbuildtilemeshfromvoxels.html#MarkerBuildRegions
1852Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerConvertAreasToTagsjobbuildtilemeshfromvoxels.html#MarkerConvertAreasToTags
1853Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerErodeWalkableAreajobbuildtilemeshfromvoxels.html#MarkerErodeWalkableArea
1854Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerFilterLedgesjobbuildtilemeshfromvoxels.html#MarkerFilterLedges
1855Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerFilterLowHeightSpansjobbuildtilemeshfromvoxels.html#MarkerFilterLowHeightSpans
1856Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerRemoveDuplicateVerticesjobbuildtilemeshfromvoxels.html#MarkerRemoveDuplicateVertices
1857Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerTransformTileCoordinatesjobbuildtilemeshfromvoxels.html#MarkerTransformTileCoordinates
1858Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerVoxelizejobbuildtilemeshfromvoxels.html#MarkerVoxelize
1859Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.backgroundTraversabilityjobbuildtilemeshfromvoxels.html#backgroundTraversability
1860Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.cellHeightjobbuildtilemeshfromvoxels.html#cellHeight
1861Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.cellSizejobbuildtilemeshfromvoxels.html#cellSize
1862Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.characterRadiusInVoxelsjobbuildtilemeshfromvoxels.html#characterRadiusInVoxels
1863Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.contourMaxErrorjobbuildtilemeshfromvoxels.html#contourMaxError
1864Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.currentTileCounterjobbuildtilemeshfromvoxels.html#currentTileCounter
1865Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.dimensionModejobbuildtilemeshfromvoxels.html#dimensionMode
1866Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.graphSpaceLimitsjobbuildtilemeshfromvoxels.html#graphSpaceLimitsLimits of the graph space bounds for the whole graph on the XZ plane. \n\nUsed to crop the border tiles to exactly the limits of the graph's bounding box.
1867Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.graphToWorldSpacejobbuildtilemeshfromvoxels.html#graphToWorldSpace
1868Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.inputMeshesjobbuildtilemeshfromvoxels.html#inputMeshes
1869Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxEdgeLengthjobbuildtilemeshfromvoxels.html#maxEdgeLength
1870Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxSlopejobbuildtilemeshfromvoxels.html#maxSlope
1871Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxTilesjobbuildtilemeshfromvoxels.html#maxTilesMax number of tiles to process in this job.
1872Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.minRegionSizejobbuildtilemeshfromvoxels.html#minRegionSize
1873Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.outputMeshesjobbuildtilemeshfromvoxels.html#outputMeshes
1874Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.relevantGraphSurfaceModejobbuildtilemeshfromvoxels.html#relevantGraphSurfaceMode
1875Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.relevantGraphSurfacesjobbuildtilemeshfromvoxels.html#relevantGraphSurfaces
1876Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileBorderSizeInVoxelsjobbuildtilemeshfromvoxels.html#tileBorderSizeInVoxels
1877Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileBuilderjobbuildtilemeshfromvoxels.html#tileBuilder
1878Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileGraphSpaceBoundsjobbuildtilemeshfromvoxels.html#tileGraphSpaceBounds
1879Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelToTileSpacejobbuildtilemeshfromvoxels.html#voxelToTileSpace
1880Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelWalkableClimbjobbuildtilemeshfromvoxels.html#voxelWalkableClimb
1881Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelWalkableHeightjobbuildtilemeshfromvoxels.html#voxelWalkableHeight
1882Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.TileNodeConnectionsUnsafe.neighbourCountstilenodeconnectionsunsafe.html#neighbourCountsNumber of neighbours for each triangle.
1883Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.TileNodeConnectionsUnsafe.neighbourstilenodeconnectionsunsafe.html#neighboursStream of packed connection edge infos (from Connection.PackShapeEdgeInfo)
1884Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.nodeConnectionsjobcalculatetriangleconnections.html#nodeConnections
1885Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.tileMeshesjobcalculatetriangleconnections.html#tileMeshes
1886Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.ConnectTilesMarkerjobconnecttiles.html#ConnectTilesMarker
1887Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.coordinateSumjobconnecttiles.html#coordinateSum
1888Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.directionjobconnecttiles.html#direction
1889Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.maxTileConnectionEdgeDistancejobconnecttiles.html#maxTileConnectionEdgeDistanceMaximum vertical distance between two tiles to create a connection between them.
1890Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tileRectjobconnecttiles.html#tileRect
1891Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tileWorldSizejobconnecttiles.html#tileWorldSize
1892Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tilesjobconnecttiles.html#tilesGCHandle referring to a NavmeshTile[] array of size tileRect.Width*tileRect.Height.
1893Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.zOffsetjobconnecttiles.html#zOffset
1894Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.zStridejobconnecttiles.html#zStride
1895Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.maxTileConnectionEdgeDistancejobconnecttilessingle.html#maxTileConnectionEdgeDistanceMaximum vertical distance between two tiles to create a connection between them.
1896Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileIndex1jobconnecttilessingle.html#tileIndex1Index of the first tile in the tiles array.
1897Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileIndex2jobconnecttilessingle.html#tileIndex2Index of the second tile in the tiles array.
1898Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileWorldSizejobconnecttilessingle.html#tileWorldSizeSize of a tile in world units.
1899Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tilesjobconnecttilessingle.html#tilesGCHandle referring to a NavmeshTile[] array of size tileRect.Width*tileRect.Height.
1900Pathfinding.Graphs.Navmesh.Jobs.JobConvertAreasToTags.areasjobconvertareastotags.html#areas
1901Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphIndexjobcreatetiles.html#graphIndexGraph index of the graph that these nodes will be added to.
1902Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphTileCountjobcreatetiles.html#graphTileCountNumber of tiles in the graph. \n\nThis may be much bigger than the tileRect that we are actually processing. For example if a graph update is performed, the tileRect will just cover the tiles that are recalculated, while graphTileCount will contain all tiles in the graph.
1903Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphToWorldSpacejobcreatetiles.html#graphToWorldSpaceMatrix to convert from graph space to world space.
1904Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.initialPenaltyjobcreatetiles.html#initialPenaltyInitial penalty for all nodes in the tile.
1905Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.recalculateNormalsjobcreatetiles.html#recalculateNormalsIf true, all triangles will be guaranteed to be laid out in clockwise order. \n\nIf false, their original order will be preserved.
1906Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileMeshesjobcreatetiles.html#tileMeshesAn array of TileMesh.TileMeshUnsafe of length tileRect.Width*tileRect.Height.
1907Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileRectjobcreatetiles.html#tileRectRectangle of tiles that we are processing. \n\n(xmax, ymax) must be smaller than graphTileCount. If for examples graphTileCount is (10, 10) and tileRect is {2, 3, 5, 6} then we are processing tiles (2, 3) to (5, 6) inclusive.
1908Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileWorldSizejobcreatetiles.html#tileWorldSizeSize of a tile in world units along the graph's X and Z axes.
1909Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tilesjobcreatetiles.html#tilesAn array of NavmeshTile of length tileRect.Width*tileRect.Height. \n\nThis array will be filled with the created tiles.
1910Pathfinding.Graphs.Navmesh.Jobs.JobTransformTileCoordinates.matrixjobtransformtilecoordinates2.html#matrix
1911Pathfinding.Graphs.Navmesh.Jobs.JobTransformTileCoordinates.verticesjobtransformtilecoordinates2.html#verticesElement type Int3.
1912Pathfinding.Graphs.Navmesh.Jobs.JobWriteNodeConnections.nodeConnectionsjobwritenodeconnections.html#nodeConnectionsConnections for each tile.
1913Pathfinding.Graphs.Navmesh.Jobs.JobWriteNodeConnections.tilesjobwritenodeconnections.html#tilesArray of NavmeshTile.
1914Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.compactVoxelFieldtilebuilderburst.html#compactVoxelField
1915Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.contourVerticestilebuilderburst.html#contourVertices
1916Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.contourstilebuilderburst.html#contours
1917Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.distanceFieldtilebuilderburst.html#distanceField
1918Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.linkedVoxelFieldtilebuilderburst.html#linkedVoxelField
1919Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.tmpQueue1tilebuilderburst.html#tmpQueue1
1920Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.tmpQueue2tilebuilderburst.html#tmpQueue2
1921Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.voxelMeshtilebuilderburst.html#voxelMesh
1922Pathfinding.Graphs.Navmesh.NavmeshTile.bbTreenavmeshtile.html#bbTreeBounding Box Tree for node lookups.
1923Pathfinding.Graphs.Navmesh.NavmeshTile.dnavmeshtile.html#dDepth, in tile coordinates. \n\n[more in online documentation]
1924Pathfinding.Graphs.Navmesh.NavmeshTile.flagnavmeshtile.html#flagTemporary flag used for batching.
1925Pathfinding.Graphs.Navmesh.NavmeshTile.graphnavmeshtile.html#graphThe graph which contains this tile.
1926Pathfinding.Graphs.Navmesh.NavmeshTile.nodesnavmeshtile.html#nodesAll nodes in the tile.
1927Pathfinding.Graphs.Navmesh.NavmeshTile.transformnavmeshtile.html#transformTransforms coordinates from graph space to world space.
1928Pathfinding.Graphs.Navmesh.NavmeshTile.trisnavmeshtile.html#trisAll triangle indices in the tile. \n\nOne triangle is 3 indices. The triangles are in the same order as the nodes.\n\nThis represents an allocation using the Persistent allocator.
1929Pathfinding.Graphs.Navmesh.NavmeshTile.vertsnavmeshtile.html#vertsAll vertices in the tile. \n\nThe vertices are in world space.\n\nThis represents an allocation using the Persistent allocator.
1930Pathfinding.Graphs.Navmesh.NavmeshTile.vertsInGraphSpacenavmeshtile.html#vertsInGraphSpaceAll vertices in the tile. \n\nThe vertices are in graph space.\n\nThis represents an allocation using the Persistent allocator.
1931Pathfinding.Graphs.Navmesh.NavmeshTile.wnavmeshtile.html#wWidth, in tile coordinates. \n\n[more in online documentation]
1932Pathfinding.Graphs.Navmesh.NavmeshTile.xnavmeshtile.html#xTile X Coordinate.
1933Pathfinding.Graphs.Navmesh.NavmeshTile.znavmeshtile.html#zTile Z Coordinate.
1934Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.forcedReloadRectsnavmeshupdatesettings.html#forcedReloadRects
1935Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.graphnavmeshupdatesettings.html#graph
1936Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.handlernavmeshupdatesettings.html#handler
1937Pathfinding.Graphs.Navmesh.NavmeshUpdates.astarnavmeshupdates.html#astar
1938Pathfinding.Graphs.Navmesh.NavmeshUpdates.lastUpdateTimenavmeshupdates.html#lastUpdateTimeLast time navmesh cuts were applied.
1939Pathfinding.Graphs.Navmesh.NavmeshUpdates.updateIntervalnavmeshupdates.html#updateIntervalHow often to check if an update needs to be done (real seconds between checks). \n\nFor worlds with a very large number of NavmeshCut objects, it might be bad for performance to do this check every frame. If you think this is a performance penalty, increase this number to check less often.\n\nFor almost all games, this can be kept at 0.\n\nIf negative, no updates will be done. They must be manually triggered using ForceUpdate.\n\n<b>[code in online documentation]</b><b>[image in online documentation]</b>
1940Pathfinding.Graphs.Navmesh.RecastMeshGatherer.BoxColliderTrisrecastmeshgatherer.html#BoxColliderTrisBox Collider triangle indices can be reused for multiple instances. \n\n[more in online documentation]
1941Pathfinding.Graphs.Navmesh.RecastMeshGatherer.BoxColliderVertsrecastmeshgatherer.html#BoxColliderVertsBox Collider vertices can be reused for multiple instances. \n\n[more in online documentation]
1942Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.areagatheredmesh.html#areaArea ID of the mesh. \n\n0 means walkable, and -1 indicates that the mesh should be treated as unwalkable. Other positive values indicate a custom area ID which will create a seam in the navmesh.
1943Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.areaIsTaggatheredmesh.html#areaIsTagSee RasterizationMesh.areaIsTag.
1944Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.boundsgatheredmesh.html#boundsWorld bounds of the mesh. \n\nAssumed to already be multiplied with the matrix.
1945Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.doubleSidedgatheredmesh.html#doubleSidedSee RasterizationMesh.doubleSided.
1946Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.flattengatheredmesh.html#flattenSee RasterizationMesh.flatten.
1947Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.indexEndgatheredmesh.html#indexEndEnd index in the triangle array. \n\n-1 indicates the end of the array.
1948Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.indexStartgatheredmesh.html#indexStartStart index in the triangle array.
1949Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.matrixgatheredmesh.html#matrixMatrix to transform the vertices by.
1950Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.meshDataIndexgatheredmesh.html#meshDataIndexIndex in the meshData array. \n\nCan be retrieved from the RecastMeshGatherer.AddMeshBuffers method.
1951Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.solidgatheredmesh.html#solidIf true then the mesh will be treated as solid and its interior will be unwalkable. \n\nThe unwalkable region will be the minimum to maximum y coordinate in each cell.
1952Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.Boxmeshcacheitem.html#Box
1953Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.meshmeshcacheitem.html#mesh
1954Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.quantizedHeightmeshcacheitem.html#quantizedHeight
1955Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.rowsmeshcacheitem.html#rows
1956Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.typemeshcacheitem.html#type
1957Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.meshesmeshcollection.html#meshes
1958Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.meshesUnreadableAtRuntimemeshcollection.html#meshesUnreadableAtRuntime
1959Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.triangleBuffersmeshcollection.html#triangleBuffers
1960Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.vertexBuffersmeshcollection.html#vertexBuffers
1961Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshTyperecastmeshgatherer.html#MeshType
1962Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.localScaletreeinfo.html#localScale
1963Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.submeshestreeinfo.html#submeshes
1964Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.supportsRotationtreeinfo.html#supportsRotation
1965Pathfinding.Graphs.Navmesh.RecastMeshGatherer.boundsrecastmeshgatherer.html#bounds
1966Pathfinding.Graphs.Navmesh.RecastMeshGatherer.cachedMeshesrecastmeshgatherer.html#cachedMeshes
1967Pathfinding.Graphs.Navmesh.RecastMeshGatherer.cachedTreePrefabsrecastmeshgatherer.html#cachedTreePrefabs
1968Pathfinding.Graphs.Navmesh.RecastMeshGatherer.dummyMaterialsrecastmeshgatherer.html#dummyMaterials
1969Pathfinding.Graphs.Navmesh.RecastMeshGatherer.maskrecastmeshgatherer.html#mask
1970Pathfinding.Graphs.Navmesh.RecastMeshGatherer.maxColliderApproximationErrorrecastmeshgatherer.html#maxColliderApproximationError
1971Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshDatarecastmeshgatherer.html#meshData
1972Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshesrecastmeshgatherer.html#meshes
1973Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshesUnreadableAtRuntimerecastmeshgatherer.html#meshesUnreadableAtRuntime
1974Pathfinding.Graphs.Navmesh.RecastMeshGatherer.modificationsByLayerrecastmeshgatherer.html#modificationsByLayer
1975Pathfinding.Graphs.Navmesh.RecastMeshGatherer.modificationsByLayer2Drecastmeshgatherer.html#modificationsByLayer2D
1976Pathfinding.Graphs.Navmesh.RecastMeshGatherer.scenerecastmeshgatherer.html#scene
1977Pathfinding.Graphs.Navmesh.RecastMeshGatherer.tagMaskrecastmeshgatherer.html#tagMask
1978Pathfinding.Graphs.Navmesh.RecastMeshGatherer.terrainDownsamplingFactorrecastmeshgatherer.html#terrainDownsamplingFactor
1979Pathfinding.Graphs.Navmesh.RecastMeshGatherer.triangleBuffersrecastmeshgatherer.html#triangleBuffers
1980Pathfinding.Graphs.Navmesh.RecastMeshGatherer.vertexBuffersrecastmeshgatherer.html#vertexBuffers
1981Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Nextrelevantgraphsurface.html#Next
1982Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Positionrelevantgraphsurface.html#Position
1983Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Prevrelevantgraphsurface.html#Prev
1984Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Rootrelevantgraphsurface.html#Root
1985Pathfinding.Graphs.Navmesh.RelevantGraphSurface.maxRangerelevantgraphsurface.html#maxRange
1986Pathfinding.Graphs.Navmesh.RelevantGraphSurface.nextrelevantgraphsurface.html#next
1987Pathfinding.Graphs.Navmesh.RelevantGraphSurface.positionrelevantgraphsurface.html#position
1988Pathfinding.Graphs.Navmesh.RelevantGraphSurface.prevrelevantgraphsurface.html#prev
1989Pathfinding.Graphs.Navmesh.RelevantGraphSurface.rootrelevantgraphsurface.html#root
1990Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.bucketRangesbucketmapping.html#bucketRangesFor each tile, the range of pointers in pointers that correspond to that tile. \n\nThis is a cumulative sum of the number of pointers in each bucket.\n\nBucket <b>i</b> will contain pointers in the range [i &gt; 0 ? bucketRanges[i-1] : 0, bucketRanges[i]).\n\nThe length is the same as the number of tiles.
1991Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.meshesbucketmapping.html#meshesAll meshes that should be voxelized.
1992Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.pointersbucketmapping.html#pointersIndices into the meshes array.
1993Pathfinding.Graphs.Navmesh.TileBuilder.TileBorderSizeInVoxelstilebuilder.html#TileBorderSizeInVoxelsNumber of extra voxels on each side of a tile to ensure accurate navmeshes near the tile border. \n\nThe width of a tile is expanded by 2 times this value (1x to the left and 1x to the right)
1994Pathfinding.Graphs.Navmesh.TileBuilder.TileBorderSizeInWorldUnitstilebuilder.html#TileBorderSizeInWorldUnits
1995Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.Progresstilebuilderoutput.html#Progress
1996Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.currentTileCountertilebuilderoutput.html#currentTileCounter
1997Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.meshesUnreadableAtRuntimetilebuilderoutput.html#meshesUnreadableAtRuntime
1998Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.tileMeshestilebuilderoutput.html#tileMeshes
1999Pathfinding.Graphs.Navmesh.TileBuilder.backgroundTraversabilitytilebuilder.html#backgroundTraversability
2000Pathfinding.Graphs.Navmesh.TileBuilder.characterRadiusInVoxelstilebuilder.html#characterRadiusInVoxels
2001Pathfinding.Graphs.Navmesh.TileBuilder.collectionSettingstilebuilder.html#collectionSettings
2002Pathfinding.Graphs.Navmesh.TileBuilder.contourMaxErrortilebuilder.html#contourMaxError
2003Pathfinding.Graphs.Navmesh.TileBuilder.dimensionModetilebuilder.html#dimensionMode
2004Pathfinding.Graphs.Navmesh.TileBuilder.maxEdgeLengthtilebuilder.html#maxEdgeLength
2005Pathfinding.Graphs.Navmesh.TileBuilder.maxSlopetilebuilder.html#maxSlope
2006Pathfinding.Graphs.Navmesh.TileBuilder.minRegionSizetilebuilder.html#minRegionSize
2007Pathfinding.Graphs.Navmesh.TileBuilder.perLayerModificationstilebuilder.html#perLayerModifications
2008Pathfinding.Graphs.Navmesh.TileBuilder.relevantGraphSurfaceModetilebuilder.html#relevantGraphSurfaceMode
2009Pathfinding.Graphs.Navmesh.TileBuilder.scenetilebuilder.html#scene
2010Pathfinding.Graphs.Navmesh.TileBuilder.tileBorderSizeInVoxelstilebuilder.html#tileBorderSizeInVoxels
2011Pathfinding.Graphs.Navmesh.TileBuilder.tileLayouttilebuilder.html#tileLayout
2012Pathfinding.Graphs.Navmesh.TileBuilder.tileRecttilebuilder.html#tileRect
2013Pathfinding.Graphs.Navmesh.TileBuilder.walkableClimbtilebuilder.html#walkableClimb
2014Pathfinding.Graphs.Navmesh.TileBuilder.walkableHeighttilebuilder.html#walkableHeight
2015Pathfinding.Graphs.Navmesh.TileHandler.Cut.boundscut.html#boundsBounds in XZ space.
2016Pathfinding.Graphs.Navmesh.TileHandler.Cut.boundsYcut.html#boundsYX is the lower bound on the y axis, Y is the upper bounds on the Y axis.
2017Pathfinding.Graphs.Navmesh.TileHandler.Cut.contourcut.html#contour
2018Pathfinding.Graphs.Navmesh.TileHandler.Cut.cutsAddedGeomcut.html#cutsAddedGeom
2019Pathfinding.Graphs.Navmesh.TileHandler.Cut.isDualcut.html#isDual
2020Pathfinding.Graphs.Navmesh.TileHandler.CutModetilehandler.html#CutMode
2021Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.tagscuttingresult.html#tags
2022Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.triscuttingresult.html#tris
2023Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.vertscuttingresult.html#verts
2024Pathfinding.Graphs.Navmesh.TileHandler.TileType.Depthtiletype.html#Depth
2025Pathfinding.Graphs.Navmesh.TileHandler.TileType.Rotationstiletype.html#RotationsMatrices for rotation. \n\nEach group of 4 elements is a 2x2 matrix. The XZ position is multiplied by this. So <b>[code in online documentation]</b>
2026Pathfinding.Graphs.Navmesh.TileHandler.TileType.Widthtiletype.html#Width
2027Pathfinding.Graphs.Navmesh.TileHandler.TileType.depthtiletype.html#depth
2028Pathfinding.Graphs.Navmesh.TileHandler.TileType.lastRotationtiletype.html#lastRotation
2029Pathfinding.Graphs.Navmesh.TileHandler.TileType.lastYOffsettiletype.html#lastYOffset
2030Pathfinding.Graphs.Navmesh.TileHandler.TileType.offsettiletype.html#offset
2031Pathfinding.Graphs.Navmesh.TileHandler.TileType.tagstiletype.html#tags
2032Pathfinding.Graphs.Navmesh.TileHandler.TileType.tristiletype.html#tris
2033Pathfinding.Graphs.Navmesh.TileHandler.TileType.vertstiletype.html#verts
2034Pathfinding.Graphs.Navmesh.TileHandler.TileType.widthtiletype.html#width
2035Pathfinding.Graphs.Navmesh.TileHandler.activeTileOffsetstilehandler.html#activeTileOffsetsOffsets along the Y axis of the active tiles.
2036Pathfinding.Graphs.Navmesh.TileHandler.activeTileRotationstilehandler.html#activeTileRotationsRotations of the active tiles.
2037Pathfinding.Graphs.Navmesh.TileHandler.activeTileTypestilehandler.html#activeTileTypesWhich tile type is active on each tile index. \n\nThis array will be tileXCount*tileZCount elements long.
2038Pathfinding.Graphs.Navmesh.TileHandler.batchDepthtilehandler.html#batchDepthPositive while batching tile updates. \n\nBatching tile updates has a positive effect on performance
2039Pathfinding.Graphs.Navmesh.TileHandler.cached_Int2_int_dicttilehandler.html#cached_Int2_int_dictCached dictionary to avoid excessive allocations.
2040Pathfinding.Graphs.Navmesh.TileHandler.clippertilehandler.html#clipperHandles polygon clipping operations.
2041Pathfinding.Graphs.Navmesh.TileHandler.cutstilehandler.html#cutsNavmeshCut and NavmeshAdd components registered to this tile handler. \n\nThis is updated by the NavmeshUpdates class. \n\n[more in online documentation]
2042Pathfinding.Graphs.Navmesh.TileHandler.graphtilehandler.html#graphThe underlaying graph which is handled by this instance.
2043Pathfinding.Graphs.Navmesh.TileHandler.isBatchingtilehandler.html#isBatchingTrue while batching tile updates. \n\nBatching tile updates has a positive effect on performance
2044Pathfinding.Graphs.Navmesh.TileHandler.isValidtilehandler.html#isValidTrue if the tile handler still has the same number of tiles and tile layout as the graph. \n\nIf the graph is rescanned the tile handler will get out of sync and needs to be recreated.
2045Pathfinding.Graphs.Navmesh.TileHandler.reloadedInBatchtilehandler.html#reloadedInBatchA flag for each tile that is set to true if it has been reloaded while batching is in progress.
2046Pathfinding.Graphs.Navmesh.TileHandler.simpleClippertilehandler.html#simpleClipperUtility for clipping polygons to rectangles. \n\nImplemented as a struct and not a bunch of static methods because it needs some buffer arrays that are best cached to avoid excessive allocations
2047Pathfinding.Graphs.Navmesh.TileHandler.tileXCounttilehandler.html#tileXCountNumber of tiles along the x axis.
2048Pathfinding.Graphs.Navmesh.TileHandler.tileZCounttilehandler.html#tileZCountNumber of tiles along the z axis.
2049Pathfinding.Graphs.Navmesh.TileLayout.CellHeighttilelayout.html#CellHeightVoxel y coordinates will be stored as ushorts which have 65536 values. \n\nLeave a margin to make sure things do not overflow
2050Pathfinding.Graphs.Navmesh.TileLayout.TileWorldSizeXtilelayout.html#TileWorldSizeXSize of a tile in world units, along the graph's X axis.
2051Pathfinding.Graphs.Navmesh.TileLayout.TileWorldSizeZtilelayout.html#TileWorldSizeZSize of a tile in world units, along the graph's Z axis.
2052Pathfinding.Graphs.Navmesh.TileLayout.cellSizetilelayout.html#cellSizeVoxel sample size (x,z). \n\nWhen generating a recast graph what happens is that the world is voxelized. You can think of this as constructing an approximation of the world out of lots of boxes. If you have played Minecraft it looks very similar (but with smaller boxes). <b>[image in online documentation]</b>\n\nLower values will yield higher quality navmeshes, however the graph will be slower to scan.\n\n <b>[image in online documentation]</b>
2053Pathfinding.Graphs.Navmesh.TileLayout.graphSpaceSizetilelayout.html#graphSpaceSizeSize in graph space of the whole grid. \n\nIf the original bounding box was not an exact multiple of the tile size, this will be less than the total width of all tiles.
2054Pathfinding.Graphs.Navmesh.TileLayout.tileCounttilelayout.html#tileCountHow many tiles there are in the grid.
2055Pathfinding.Graphs.Navmesh.TileLayout.tileSizeInVoxelstilelayout.html#tileSizeInVoxelsSize of a tile in voxels along the X and Z axes.
2056Pathfinding.Graphs.Navmesh.TileLayout.transformtilelayout.html#transformTransforms coordinates from graph space to world space.
2057Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.tagstilemeshunsafe.html#tagsOne tag per triangle, of type uint.
2058Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.trianglestilemeshunsafe.html#trianglesThree indices per triangle, of type int.
2059Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.verticesInTileSpacetilemeshunsafe.html#verticesInTileSpaceOne vertex per triangle, of type Int3.
2060Pathfinding.Graphs.Navmesh.TileMesh.tagstilemesh.html#tagsOne tag per triangle.
2061Pathfinding.Graphs.Navmesh.TileMesh.trianglestilemesh.html#triangles
2062Pathfinding.Graphs.Navmesh.TileMesh.verticesInTileSpacetilemesh.html#verticesInTileSpace
2063Pathfinding.Graphs.Navmesh.TileMeshes.tileMeshestilemeshes.html#tileMeshesTiles laid out row by row.
2064Pathfinding.Graphs.Navmesh.TileMeshes.tileRecttilemeshes.html#tileRectWhich tiles in the graph this group of tiles represents.
2065Pathfinding.Graphs.Navmesh.TileMeshes.tileWorldSizetilemeshes.html#tileWorldSizeWorld-space size of each tile.
2066Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileMeshestilemeshesunsafe.html#tileMeshes
2067Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileRecttilemeshesunsafe.html#tileRect
2068Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileWorldSizetilemeshesunsafe.html#tileWorldSize
2069Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.maxcellminmax.html#max
2070Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.mincellminmax.html#min
2071Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.objectIDcellminmax.html#objectID
2072Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelCell.countcompactvoxelcell.html#count
2073Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelCell.indexcompactvoxelcell.html#index
2074Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.MaxLayerscompactvoxelfield.html#MaxLayersUnmotivated variable, but let's clamp the layers at 65535.
2075Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.NotConnectedcompactvoxelfield.html#NotConnected
2076Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.UnwalkableAreacompactvoxelfield.html#UnwalkableArea
2077Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.areaTypescompactvoxelfield.html#areaTypes
2078Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.cellscompactvoxelfield.html#cells
2079Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.depthcompactvoxelfield.html#depth
2080Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.spanscompactvoxelfield.html#spans
2081Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.voxelWalkableHeightcompactvoxelfield.html#voxelWalkableHeight
2082Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.widthcompactvoxelfield.html#width
2083Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.concompactvoxelspan.html#con
2084Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.hcompactvoxelspan.html#h
2085Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.regcompactvoxelspan.html#reg
2086Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.ycompactvoxelspan.html#y
2087Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildCompactField.inputjobbuildcompactfield.html#input
2088Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildCompactField.outputjobbuildcompactfield.html#output
2089Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.fieldjobbuildconnections.html#field
2090Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.voxelWalkableClimbjobbuildconnections.html#voxelWalkableClimb
2091Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.voxelWalkableHeightjobbuildconnections.html#voxelWalkableHeight
2092Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.buildFlagsjobbuildcontours.html#buildFlags
2093Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.cellSizejobbuildcontours.html#cellSize
2094Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.fieldjobbuildcontours.html#field
2095Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.maxEdgeLengthjobbuildcontours.html#maxEdgeLength
2096Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.maxErrorjobbuildcontours.html#maxError
2097Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.outputContoursjobbuildcontours.html#outputContours
2098Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.outputVertsjobbuildcontours.html#outputVerts
2099Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildDistanceField.fieldjobbuilddistancefield.html#field
2100Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildDistanceField.outputjobbuilddistancefield.html#output
2101Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.contourVerticesjobbuildmesh.html#contourVertices
2102Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.contoursjobbuildmesh.html#contourscontour set to build a mesh from.
2103Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.fieldjobbuildmesh.html#field
2104Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.meshjobbuildmesh.html#meshResults will be written to this mesh.
2105Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.RelevantGraphSurfaceInfo.positionrelevantgraphsurfaceinfo.html#position
2106Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.RelevantGraphSurfaceInfo.rangerelevantgraphsurfaceinfo.html#range
2107Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.borderSizejobbuildregions.html#borderSize
2108Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.cellHeightjobbuildregions.html#cellHeight
2109Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.cellSizejobbuildregions.html#cellSize
2110Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.distanceFieldjobbuildregions.html#distanceField
2111Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.dstQuejobbuildregions.html#dstQue
2112Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.fieldjobbuildregions.html#field
2113Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.graphSpaceBoundsjobbuildregions.html#graphSpaceBounds
2114Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.graphTransformjobbuildregions.html#graphTransform
2115Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.minRegionSizejobbuildregions.html#minRegionSize
2116Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.relevantGraphSurfaceModejobbuildregions.html#relevantGraphSurfaceMode
2117Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.relevantGraphSurfacesjobbuildregions.html#relevantGraphSurfaces
2118Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.srcQuejobbuildregions.html#srcQue
2119Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobErodeWalkableArea.fieldjoberodewalkablearea.html#field
2120Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobErodeWalkableArea.radiusjoberodewalkablearea.html#radius
2121Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.cellHeightjobfilterledges.html#cellHeight
2122Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.cellSizejobfilterledges.html#cellSize
2123Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.fieldjobfilterledges.html#field
2124Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.voxelWalkableClimbjobfilterledges.html#voxelWalkableClimb
2125Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.voxelWalkableHeightjobfilterledges.html#voxelWalkableHeight
2126Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLowHeightSpans.fieldjobfilterlowheightspans.html#field
2127Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLowHeightSpans.voxelWalkableHeightjobfilterlowheightspans.html#voxelWalkableHeight
2128Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.bucketjobvoxelize.html#bucket
2129Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.cellHeightjobvoxelize.html#cellHeightThe y-axis cell size to use for fields. \n\n[Limit: &gt; 0] [Units: wu]
2130Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.cellSizejobvoxelize.html#cellSizeThe xz-plane cell size to use for fields. \n\n[Limit: &gt; 0] [Units: wu]
2131Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphSpaceBoundsjobvoxelize.html#graphSpaceBounds
2132Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphSpaceLimitsjobvoxelize.html#graphSpaceLimits
2133Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphTransformjobvoxelize.html#graphTransform
2134Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.inputMeshesjobvoxelize.html#inputMeshes
2135Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.maxSlopejobvoxelize.html#maxSlopeThe maximum slope that is considered walkable. \n\n[Limits: 0 &lt;= value &lt; 90] [Units: Degrees]
2136Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelAreajobvoxelize.html#voxelArea
2137Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelWalkableClimbjobvoxelize.html#voxelWalkableClimbMaximum ledge height that is considered to still be traversable. \n\n[Limit: &gt;=0] [Units: vx]
2138Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelWalkableHeightjobvoxelize.html#voxelWalkableHeightMinimum floor to 'ceiling' height that will still allow the floor area to be considered walkable. \n\n[Limit: &gt;= 3] [Units: vx]
2139Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.AvgSpanLayerCountEstimatelinkedvoxelfield.html#AvgSpanLayerCountEstimateInitial estimate on the average number of spans (layers) in the voxel representation. \n\nShould be greater or equal to 1
2140Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.InvalidSpanValuelinkedvoxelfield.html#InvalidSpanValueConstant for default LinkedVoxelSpan top and bottom values. \n\nIt is important with the U since ~0 != ~0U This can be used to check if a LinkedVoxelSpan is valid and not just the default span
2141Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.MaxHeightlinkedvoxelfield.html#MaxHeight
2142Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.MaxHeightIntlinkedvoxelfield.html#MaxHeightInt
2143Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.depthlinkedvoxelfield.html#depthThe depth of the field along the z-axis. \n\n[Limit: &gt;= 0] [Units: voxels]
2144Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.flattenlinkedvoxelfield.html#flatten
2145Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.heightlinkedvoxelfield.html#heightThe maximum height coordinate. \n\n[Limit: &gt;= 0, &lt;= MaxHeight] [Units: voxels]
2146Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.linkedCellMinMaxlinkedvoxelfield.html#linkedCellMinMax
2147Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.linkedSpanslinkedvoxelfield.html#linkedSpans
2148Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.removedStacklinkedvoxelfield.html#removedStack
2149Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.widthlinkedvoxelfield.html#widthThe width of the field along the x-axis. \n\n[Limit: &gt;= 0] [Units: voxels]
2150Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.arealinkedvoxelspan.html#area
2151Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.bottomlinkedvoxelspan.html#bottom
2152Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.nextlinkedvoxelspan.html#next
2153Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.toplinkedvoxelspan.html#top
2154Pathfinding.Graphs.Navmesh.Voxelization.Burst.NativeHashMapInt3Intburst.html#NativeHashMapInt3Int
2155Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.arearasterizationmesh.html#area
2156Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.areaIsTagrasterizationmesh.html#areaIsTagIf true, the area will be interpreted as a node tag and applied to the final nodes.
2157Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.boundsrasterizationmesh.html#boundsWorld bounds of the mesh. \n\nAssumed to already be multiplied with the matrix
2158Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.doubleSidedrasterizationmesh.html#doubleSidedIf true, both sides of the mesh will be walkable. \n\nIf false, only the side that the normal points towards will be walkable
2159Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.matrixrasterizationmesh.html#matrix
2160Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.solidrasterizationmesh.html#solidIf true then the mesh will be treated as solid and its interior will be unwalkable. \n\nThe unwalkable region will be the minimum to maximum y coordinate in each cell.
2161Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.trianglesrasterizationmesh.html#triangles
2162Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.verticesrasterizationmesh.html#vertices
2163Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.areavoxelcontour.html#areaArea ID of the contour.
2164Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.nvertsvoxelcontour.html#nverts
2165Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.regvoxelcontour.html#regRegion ID of the contour.
2166Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.vertexStartIndexvoxelcontour.html#vertexStartIndexVertex coordinates, each vertex contains 4 components.
2167Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.areasvoxelmesh.html#areasArea index for each triangle.
2168Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.trisvoxelmesh.html#trisTriangles of the mesh. \n\nEach element points to a vertex in the verts array
2169Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.vertsvoxelmesh.html#vertsVertices of the mesh.
2170Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.BorderRegvoxelutilityburst.html#BorderRegIf heightfield region ID has the following bit set, the region is on border area and excluded from many calculations.
2171Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.ContourRegMaskvoxelutilityburst.html#ContourRegMaskMask used with contours to extract region id.
2172Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.DXvoxelutilityburst.html#DX
2173Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.DZvoxelutilityburst.html#DZ
2174Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_AREA_BORDERvoxelutilityburst.html#RC_AREA_BORDER
2175Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_BORDER_VERTEXvoxelutilityburst.html#RC_BORDER_VERTEXIf contour region ID has the following bit set, the vertex will be later removed in order to match the segments and vertices at tile boundaries.
2176Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_AREA_EDGESvoxelutilityburst.html#RC_CONTOUR_TESS_AREA_EDGESTessellate edges between areas.
2177Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_TILE_EDGESvoxelutilityburst.html#RC_CONTOUR_TESS_TILE_EDGESTessellate edges at the border of the tile.
2178Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_WALL_EDGESvoxelutilityburst.html#RC_CONTOUR_TESS_WALL_EDGESTessellate wall edges.
2179Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.TagRegvoxelutilityburst.html#TagRegIf a cell region has this bit set then The remaining region bits (see TagRegMask) will be used for the node's tag.
2180Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.TagRegMaskvoxelutilityburst.html#TagRegMaskAll bits in the region which will be interpreted as a tag.
2181Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.VERTEX_BUCKET_COUNTvoxelutilityburst.html#VERTEX_BUCKET_COUNT
2182Pathfinding.Graphs.Navmesh.Voxelization.Int3PolygonClipper.clipPolygonCacheint3polygonclipper.html#clipPolygonCacheCache this buffer to avoid unnecessary allocations.
2183Pathfinding.Graphs.Navmesh.Voxelization.Int3PolygonClipper.clipPolygonIntCacheint3polygonclipper.html#clipPolygonIntCacheCache this buffer to avoid unnecessary allocations.
2184Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.nvoxelpolygonclipper.html#n
2185Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.this[int i]voxelpolygonclipper.html#thisinti
2186Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.xvoxelpolygonclipper.html#x
2187Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.yvoxelpolygonclipper.html#y
2188Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.zvoxelpolygonclipper.html#z
2189Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.costIndexStrideeuclideanembeddingsearchpath.html#costIndexStride
2190Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.costseuclideanembeddingsearchpath.html#costs
2191Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.furthestNodeeuclideanembeddingsearchpath.html#furthestNode
2192Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.furthestNodeScoreeuclideanembeddingsearchpath.html#furthestNodeScore
2193Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.pivotIndexeuclideanembeddingsearchpath.html#pivotIndex
2194Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.startNodeeuclideanembeddingsearchpath.html#startNode
2195Pathfinding.Graphs.Util.EuclideanEmbedding.costseuclideanembedding.html#costsCosts laid out as n*[int],n*[int],n*[int] where n is the number of pivot points. \n\nEach node has n integers which is the cost from that node to the pivot node. They are at around the same place in the array for simplicity and for cache locality.\n\ncost(nodeIndex, pivotIndex) = costs[nodeIndex*pivotCount+pivotIndex]
2196Pathfinding.Graphs.Util.EuclideanEmbedding.dirtyeuclideanembedding.html#dirty
2197Pathfinding.Graphs.Util.EuclideanEmbedding.modeeuclideanembedding.html#modeIf heuristic optimization should be used and how to place the pivot points. \n\n[more in online documentation]
2198Pathfinding.Graphs.Util.EuclideanEmbedding.pivotCounteuclideanembedding.html#pivotCount
2199Pathfinding.Graphs.Util.EuclideanEmbedding.pivotPointRooteuclideanembedding.html#pivotPointRootAll children of this transform will be used as pivot points.
2200Pathfinding.Graphs.Util.EuclideanEmbedding.pivotseuclideanembedding.html#pivots
2201Pathfinding.Graphs.Util.EuclideanEmbedding.raeuclideanembedding.html#ra
2202Pathfinding.Graphs.Util.EuclideanEmbedding.rceuclideanembedding.html#rc
2203Pathfinding.Graphs.Util.EuclideanEmbedding.rvaleuclideanembedding.html#rval
2204Pathfinding.Graphs.Util.EuclideanEmbedding.seedeuclideanembedding.html#seed
2205Pathfinding.Graphs.Util.EuclideanEmbedding.spreadOutCounteuclideanembedding.html#spreadOutCount
2206Pathfinding.Graphs.Util.GridLookup.AllItemsgridlookup.html#AllItemsLinked list of all items.
2207Pathfinding.Graphs.Util.GridLookup.Item.nextitem.html#next
2208Pathfinding.Graphs.Util.GridLookup.Item.previtem.html#prev
2209Pathfinding.Graphs.Util.GridLookup.Item.rootitem.html#root
2210Pathfinding.Graphs.Util.GridLookup.Root.flagroot.html#flag
2211Pathfinding.Graphs.Util.GridLookup.Root.itemsroot.html#itemsReferences to an item in each grid cell that this object is contained inside.
2212Pathfinding.Graphs.Util.GridLookup.Root.nextroot.html#nextNext item in the linked list of all roots.
2213Pathfinding.Graphs.Util.GridLookup.Root.objroot.html#objUnderlying object.
2214Pathfinding.Graphs.Util.GridLookup.Root.prevroot.html#prevPrevious item in the linked list of all roots.
2215Pathfinding.Graphs.Util.GridLookup.Root.previousBoundsroot.html#previousBounds
2216Pathfinding.Graphs.Util.GridLookup.Root.previousPositionroot.html#previousPosition
2217Pathfinding.Graphs.Util.GridLookup.Root.previousRotationroot.html#previousRotation
2218Pathfinding.Graphs.Util.GridLookup.allgridlookup.html#allLinked list of all items. \n\nNote that the first item in the list is a dummy item and does not contain any data.
2219Pathfinding.Graphs.Util.GridLookup.cellsgridlookup.html#cells
2220Pathfinding.Graphs.Util.GridLookup.itemPoolgridlookup.html#itemPool
2221Pathfinding.Graphs.Util.GridLookup.rootLookupgridlookup.html#rootLookup
2222Pathfinding.Graphs.Util.GridLookup.sizegridlookup.html#size
2223Pathfinding.Graphs.Util.HeuristicOptimizationModeutil.html#HeuristicOptimizationMode
2224Pathfinding.GridGraph.CombinedGridGraphUpdatePromise.promisescombinedgridgraphupdatepromise.html#promises
2225Pathfinding.GridGraph.Depthgridgraph.html#Depth
2226Pathfinding.GridGraph.FixedPrecisionScalegridgraph.html#FixedPrecisionScaleScaling used for the coordinates in the Linecast methods that take normalized points using integer coordinates. \n\nTo convert from world space, each coordinate is multiplied by this factor and then rounded to the nearest integer.\n\nTypically you do not need to use this constant yourself, instead use the Linecast overloads that do not take integer coordinates.
2227Pathfinding.GridGraph.GridGraphMovePromise.dxgridgraphmovepromise.html#dx
2228Pathfinding.GridGraph.GridGraphMovePromise.dzgridgraphmovepromise.html#dz
2229Pathfinding.GridGraph.GridGraphMovePromise.graphgridgraphmovepromise.html#graph
2230Pathfinding.GridGraph.GridGraphMovePromise.promisesgridgraphmovepromise.html#promises
2231Pathfinding.GridGraph.GridGraphMovePromise.rectsgridgraphmovepromise.html#rects
2232Pathfinding.GridGraph.GridGraphMovePromise.startingSizegridgraphmovepromise.html#startingSize
2233Pathfinding.GridGraph.GridGraphSnapshot.graphgridgraphsnapshot.html#graph
2234Pathfinding.GridGraph.GridGraphSnapshot.nodesgridgraphsnapshot.html#nodes
2235Pathfinding.GridGraph.GridGraphUpdatePromise.CostEstimategridgraphupdatepromise.html#CostEstimate
2236Pathfinding.GridGraph.GridGraphUpdatePromise.NodesHolder.nodesnodesholder.html#nodes
2237Pathfinding.GridGraph.GridGraphUpdatePromise.allocationMethodgridgraphupdatepromise.html#allocationMethod
2238Pathfinding.GridGraph.GridGraphUpdatePromise.contextgridgraphupdatepromise.html#context
2239Pathfinding.GridGraph.GridGraphUpdatePromise.dependencyTrackergridgraphupdatepromise.html#dependencyTracker
2240Pathfinding.GridGraph.GridGraphUpdatePromise.emptyUpdategridgraphupdatepromise.html#emptyUpdate
2241Pathfinding.GridGraph.GridGraphUpdatePromise.fullRecalculationBoundsgridgraphupdatepromise.html#fullRecalculationBounds
2242Pathfinding.GridGraph.GridGraphUpdatePromise.graphgridgraphupdatepromise.html#graph
2243Pathfinding.GridGraph.GridGraphUpdatePromise.graphUpdateObjectgridgraphupdatepromise.html#graphUpdateObject
2244Pathfinding.GridGraph.GridGraphUpdatePromise.isFinalUpdategridgraphupdatepromise.html#isFinalUpdate
2245Pathfinding.GridGraph.GridGraphUpdatePromise.nodeArrayBoundsgridgraphupdatepromise.html#nodeArrayBounds
2246Pathfinding.GridGraph.GridGraphUpdatePromise.nodesgridgraphupdatepromise.html#nodes
2247Pathfinding.GridGraph.GridGraphUpdatePromise.nodesDependsOngridgraphupdatepromise.html#nodesDependsOn
2248Pathfinding.GridGraph.GridGraphUpdatePromise.ownsJobDependencyTrackergridgraphupdatepromise.html#ownsJobDependencyTracker
2249Pathfinding.GridGraph.GridGraphUpdatePromise.readBoundsgridgraphupdatepromise.html#readBounds
2250Pathfinding.GridGraph.GridGraphUpdatePromise.recalculationModegridgraphupdatepromise.html#recalculationMode
2251Pathfinding.GridGraph.GridGraphUpdatePromise.rectgridgraphupdatepromise.html#rect
2252Pathfinding.GridGraph.GridGraphUpdatePromise.transformgridgraphupdatepromise.html#transform
2253Pathfinding.GridGraph.GridGraphUpdatePromise.writeMaskBoundsgridgraphupdatepromise.html#writeMaskBounds
2254Pathfinding.GridGraph.HexagonConnectionMaskgridgraph.html#HexagonConnectionMaskMask based on <b>hexagonNeighbourIndices</b>. \n\nThis indicates which connections (out of the 8 standard ones) should be enabled for hexagonal graphs.\n\n<b>[code in online documentation]</b>
2255Pathfinding.GridGraph.LayerCountgridgraph.html#LayerCountNumber of layers in the graph. \n\nFor grid graphs this is always 1, for layered grid graphs it can be higher. The nodes array has the size width*depth*layerCount.
2256Pathfinding.GridGraph.MaxLayersgridgraph.html#MaxLayers
2257Pathfinding.GridGraph.RecalculationModegridgraph.html#RecalculationMode
2258Pathfinding.GridGraph.StandardDimetricAnglegridgraph.html#StandardDimetricAngleCommonly used value for isometricAngle.
2259Pathfinding.GridGraph.StandardIsometricAnglegridgraph.html#StandardIsometricAngleCommonly used value for isometricAngle.
2260Pathfinding.GridGraph.TextureData.ChannelUsetexturedata.html#ChannelUse
2261Pathfinding.GridGraph.TextureData.channelstexturedata.html#channels
2262Pathfinding.GridGraph.TextureData.datatexturedata.html#data
2263Pathfinding.GridGraph.TextureData.enabledtexturedata.html#enabled
2264Pathfinding.GridGraph.TextureData.factorstexturedata.html#factors
2265Pathfinding.GridGraph.TextureData.sourcetexturedata.html#source
2266Pathfinding.GridGraph.Widthgridgraph.html#Width
2267Pathfinding.GridGraph.allNeighbourIndicesgridgraph.html#allNeighbourIndicesWhich neighbours are going to be used when neighbours=8.
2268Pathfinding.GridGraph.aspectRatiogridgraph.html#aspectRatioScaling of the graph along the X axis. \n\nThis should be used if you want different scales on the X and Y axis of the grid\n\nThis option is only visible in the inspector if the graph shape is set to isometric or advanced.
2269Pathfinding.GridGraph.axisAlignedNeighbourIndicesgridgraph.html#axisAlignedNeighbourIndicesWhich neighbours are going to be used when neighbours=4.
2270Pathfinding.GridGraph.boundsgridgraph.html#boundsWorld bounding box for the graph. \n\nThis always contains the whole graph.\n\n[more in online documentation]
2271Pathfinding.GridGraph.centergridgraph.html#centerCenter point of the grid in world space. \n\nThe graph can be positioned anywhere in the world.\n\n[more in online documentation]
2272Pathfinding.GridGraph.collisiongridgraph.html#collisionSettings on how to check for walkability and height.
2273Pathfinding.GridGraph.cutCornersgridgraph.html#cutCornersIf disabled, will not cut corners on obstacles. \n\nIf this is true, and neighbours is set to <b>Eight</b>, obstacle corners are allowed to be cut by a connection.\n\n <b>[image in online documentation]</b>
2274Pathfinding.GridGraph.depthgridgraph.html#depthDepth (height) of the grid in nodes. \n\nGrid graphs are typically anywhere from 10-500 nodes wide. But it can go up to 1024 nodes wide by default. Consider using a recast graph instead, if you find yourself needing a very high resolution grid.\n\nThis value will be clamped to at most 1024 unless <b>ASTAR_LARGER_GRIDS</b> has been enabled in the A* Inspector -&gt; Optimizations tab.\n\n[more in online documentation]
2275Pathfinding.GridGraph.erodeIterationsgridgraph.html#erodeIterationsNumber of times to erode the graph. \n\nThe graph can be eroded to add extra margin to obstacles. It is very convenient if your graph contains ledges, and where the walkable nodes without erosion are too close to the edge.\n\nBelow is an image showing a graph with 0, 1 and 2 erosion iterations: <b>[image in online documentation]</b>\n\n[more in online documentation]
2276Pathfinding.GridGraph.erosionFirstTaggridgraph.html#erosionFirstTagTag to start from when using tags for erosion. \n\n[more in online documentation]
2277Pathfinding.GridGraph.erosionTagsPrecedenceMaskgridgraph.html#erosionTagsPrecedenceMaskBitmask for which tags can be overwritten by erosion tags. \n\nWhen erosionUseTags is enabled, nodes near unwalkable nodes will be marked with tags. However, if these nodes already have tags, you may want the custom tag to take precedence. This mask controls which tags are allowed to be replaced by the new erosion tags.\n\nIn the image below, erosion has applied tags which have overwritten both the base tag (tag 0) and the custom tag set on the nodes (shown in red). <b>[image in online documentation]</b>\n\nIn the image below, erosion has applied tags, but it was not allowed to overwrite the custom tag set on the nodes (shown in red). <b>[image in online documentation]</b>\n\n[more in online documentation]
2278Pathfinding.GridGraph.erosionUseTagsgridgraph.html#erosionUseTagsUse tags instead of walkability for erosion. \n\nTags will be used for erosion instead of marking nodes as unwalkable. The nodes will be marked with tags in an increasing order starting with the tag erosionFirstTag. Debug with the Tags mode to see the effect. With this enabled you can in effect set how close different AIs are allowed to get to walls using the Valid Tags field on the Seeker component. <b>[image in online documentation]</b><b>[image in online documentation]</b>\n\n[more in online documentation]
2279Pathfinding.GridGraph.hexagonNeighbourIndicesgridgraph.html#hexagonNeighbourIndicesWhich neighbours are going to be used when neighbours=6.
2280Pathfinding.GridGraph.inspectorGridModegridgraph.html#inspectorGridModeDetermines the layout of the grid graph inspector in the Unity Editor. \n\nA grid graph can be set up as a normal grid, isometric grid or hexagonal grid. Each of these modes use a slightly different inspector layout. When changing the shape in the inspector, it will automatically set other relevant fields to appropriate values. For example, when setting the shape to hexagonal it will automatically set the neighbours field to Six.\n\nThis field is only used in the editor, it has no effect on the rest of the game whatsoever.\n\nIf you want to change the grid shape like in the inspector you can use the SetGridShape method.
2281Pathfinding.GridGraph.inspectorHexagonSizeModegridgraph.html#inspectorHexagonSizeModeDetermines how the size of each hexagon is set in the inspector. \n\nFor hexagons the normal nodeSize field doesn't really correspond to anything specific on the hexagon's geometry, so this enum is used to give the user the opportunity to adjust more concrete dimensions of the hexagons without having to pull out a calculator to calculate all the square roots and complicated conversion factors.\n\nThis field is only used in the graph inspector, the nodeSize field will always use the same internal units. If you want to set the node size through code then you can use ConvertHexagonSizeToNodeSize.\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
2282Pathfinding.GridGraph.is2Dgridgraph.html#is2DGet or set if the graph should be in 2D mode. \n\n[more in online documentation]
2283Pathfinding.GridGraph.isScannedgridgraph.html#isScanned
2284Pathfinding.GridGraph.isometricAnglegridgraph.html#isometricAngleAngle in degrees to use for the isometric projection. \n\nIf you are making a 2D isometric game, you may want to use this parameter to adjust the layout of the graph to match your game. This will essentially scale the graph along one of its diagonals to produce something like this:\n\nA perspective view of an isometric graph. <b>[image in online documentation]</b>\n\nA top down view of an isometric graph. Note that the graph is entirely 2D, there is no perspective in this image. <b>[image in online documentation]</b>\n\nFor commonly used values see StandardIsometricAngle and StandardDimetricAngle.\n\nUsually the angle that you want to use is either 30 degrees (alternatively 90-30 = 60 degrees) or atan(1/sqrt(2)) which is approximately 35.264 degrees (alternatively 90 - 35.264 = 54.736 degrees). You might also want to rotate the graph plus or minus 45 degrees around the Y axis to get the oritientation required for your game.\n\nYou can read more about it on the wikipedia page linked below.\n\n[more in online documentation]\nThis option is only visible in the inspector if the graph shape is set to isometric or advanced.
2285Pathfinding.GridGraph.maxClimbgridgraph.html#maxClimbThe max y coordinate difference between two nodes to enable a connection. \n\n[more in online documentation]
2286Pathfinding.GridGraph.maxSlopegridgraph.html#maxSlopeThe max slope in degrees for a node to be walkable.
2287Pathfinding.GridGraph.maxStepHeightgridgraph.html#maxStepHeightThe max y coordinate difference between two nodes to enable a connection. \n\nSet to 0 to ignore the value.\n\nThis affects for example how the graph is generated around ledges and stairs.\n\n[more in online documentation]
2288Pathfinding.GridGraph.maxStepUsesSlopegridgraph.html#maxStepUsesSlopeTake the slope into account for maxStepHeight. \n\nWhen this is enabled the normals of the terrain will be used to make more accurate estimates of how large the steps are between adjacent nodes.\n\nWhen this is disabled then calculated step between two nodes is their y coordinate difference. This may be inaccurate, especially at the start of steep slopes.\n\n <b>[image in online documentation]</b>\n\nIn the image below you can see an example of what happens near a ramp. In the topmost image the ramp is not connected with the rest of the graph which is obviously not what we want. In the middle image an attempt has been made to raise the max step height while keeping maxStepUsesSlope disabled. However this causes too many connections to be added. The agent should not be able to go up the ramp from the side. Finally in the bottommost image the maxStepHeight has been restored to the original value but maxStepUsesSlope has been enabled. This configuration handles the ramp in a much smarter way. Note that all the values in the image are just example values, they may be different for your scene. <b>[image in online documentation]</b>\n\n[more in online documentation]
2289Pathfinding.GridGraph.neighbourCostsgridgraph.html#neighbourCostsCosts to neighbour nodes. \n\nSee neighbourOffsets.
2290Pathfinding.GridGraph.neighbourOffsetsgridgraph.html#neighbourOffsetsIndex offset to get neighbour nodes. \n\nAdded to a node's index to get a neighbour node index.\n\n<b>[code in online documentation]</b>
2291Pathfinding.GridGraph.neighbourXOffsetsgridgraph.html#neighbourXOffsetsOffsets in the X direction for neighbour nodes. \n\nOnly 1, 0 or -1
2292Pathfinding.GridGraph.neighbourZOffsetsgridgraph.html#neighbourZOffsetsOffsets in the Z direction for neighbour nodes. \n\nOnly 1, 0 or -1
2293Pathfinding.GridGraph.neighboursgridgraph.html#neighboursNumber of neighbours for each node. \n\nEither four, six, eight connections per node.\n\nSix connections is primarily for hexagonal graphs.
2294Pathfinding.GridGraph.newGridNodeDelegategridgraph.html#newGridNodeDelegateDelegate which creates and returns a single instance of the node type for this graph. \n\nThis may be set in the constructor for graphs inheriting from the GridGraph to change the node type of the graph.
2295Pathfinding.GridGraph.nodeDatagridgraph.html#nodeDataInternal data for each node. \n\nIt also contains some data not stored in the node objects, such as normals for the surface of the graph. These normals need to be saved when the maxStepUsesSlope option is enabled for graph updates to work.
2296Pathfinding.GridGraph.nodeDataRefgridgraph.html#nodeDataRef
2297Pathfinding.GridGraph.nodeSizegridgraph.html#nodeSizeSize of one node in world units. \n\nFor a grid layout, this is the length of the sides of the grid squares.\n\nFor a hexagonal layout, this value does not correspond to any specific dimension of the hexagon. Instead you can convert it to a dimension on a hexagon using ConvertNodeSizeToHexagonSize.\n\n[more in online documentation]
2298Pathfinding.GridGraph.nodesgridgraph.html#nodesAll nodes in this graph. \n\nNodes are laid out row by row.\n\nThe first node has grid coordinates X=0, Z=0, the second one X=1, Z=0\n\nthe last one has grid coordinates X=width-1, Z=depth-1.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
2299Pathfinding.GridGraph.penaltyAnglegridgraph.html#penaltyAngle[more in online documentation]
2300Pathfinding.GridGraph.penaltyAngleFactorgridgraph.html#penaltyAngleFactorHow much penalty is applied depending on the slope of the terrain. \n\nAt a 90 degree slope (not that exactly 90 degree slopes can occur, but almost 90 degree), this penalty is applied. At a 45 degree slope, half of this is applied and so on. Note that you may require very large values, a value of 1000 is equivalent to the cost of moving 1 world unit.\n\n[more in online documentation]
2301Pathfinding.GridGraph.penaltyAnglePowergridgraph.html#penaltyAnglePowerHow much extra to penalize very steep angles. \n\n[more in online documentation]
2302Pathfinding.GridGraph.penaltyPositiongridgraph.html#penaltyPositionUse position (y-coordinate) to calculate penalty. \n\n[more in online documentation]
2303Pathfinding.GridGraph.penaltyPositionFactorgridgraph.html#penaltyPositionFactorScale factor for penalty when calculating from position. \n\n[more in online documentation]
2304Pathfinding.GridGraph.penaltyPositionOffsetgridgraph.html#penaltyPositionOffsetOffset for the position when calculating penalty. \n\n[more in online documentation]
2305Pathfinding.GridGraph.rotationgridgraph.html#rotationRotation of the grid in degrees. \n\nThe nodes are laid out along the X and Z axes of the rotation.\n\nFor a 2D game, the rotation will typically be set to (-90, 270, 90). If the graph is aligned with the XY plane, the inspector will automatically switch to 2D mode.\n\n[more in online documentation]
2306Pathfinding.GridGraph.rulesgridgraph.html#rulesAdditional rules to use when scanning the grid graph. \n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
2307Pathfinding.GridGraph.showMeshOutlinegridgraph.html#showMeshOutlineShow an outline of the grid nodes in the Unity Editor.
2308Pathfinding.GridGraph.showMeshSurfacegridgraph.html#showMeshSurfaceShow the surface of the graph. \n\nEach node will be drawn as a square (unless e.g hexagon graph mode has been enabled).
2309Pathfinding.GridGraph.showNodeConnectionsgridgraph.html#showNodeConnectionsShow the connections between the grid nodes in the Unity Editor.
2310Pathfinding.GridGraph.sizegridgraph.html#sizeSize of the grid. \n\nWill always be positive and larger than nodeSize. \n\n[more in online documentation]
2311Pathfinding.GridGraph.textureDatagridgraph.html#textureDataHolds settings for using a texture as source for a grid graph. \n\nTexure data can be used for fine grained control over how the graph will look. It can be used for positioning, penalty and walkability control.\n\nBelow is a screenshot of a grid graph with a penalty map applied. It has the effect of the AI taking the longer path along the green (low penalty) areas.\n\n <b>[image in online documentation]</b>[more in online documentation]\n\n\n\n[more in online documentation]
2312Pathfinding.GridGraph.transformgridgraph.html#transformDetermines how the graph transforms graph space to world space. \n\n[more in online documentation]
2313Pathfinding.GridGraph.unclampedSizegridgraph.html#unclampedSizeSize of the grid. \n\nCan be negative or smaller than nodeSize
2314Pathfinding.GridGraph.uniformEdgeCostsgridgraph.html#uniformEdgeCostsIf true, all edge costs will be set to the same value. \n\nIf false, diagonals will cost more. This is useful for a hexagon graph where the diagonals are actually the same length as the normal edges (since the graph has been skewed)
2315Pathfinding.GridGraph.useRaycastNormalgridgraph.html#useRaycastNormalUse heigh raycasting normal for max slope calculation. \n\nTrue if maxSlope is less than 90 degrees.
2316Pathfinding.GridGraph.widthgridgraph.html#widthWidth of the grid in nodes. \n\nGrid graphs are typically anywhere from 10-500 nodes wide. But it can go up to 1024 nodes wide by default. Consider using a recast graph instead, if you find yourself needing a very high resolution grid.\n\nThis value will be clamped to at most 1024 unless <b>ASTAR_LARGER_GRIDS</b> has been enabled in the A* Inspector -&gt; Optimizations tab.\n\n[more in online documentation]
2317Pathfinding.GridGraphEditor.GridPivotgridgrapheditor.html#GridPivot
2318Pathfinding.GridGraphEditor.arcBuffergridgrapheditor.html#arcBuffer
2319Pathfinding.GridGraphEditor.cachedSceneGridLayoutsgridgrapheditor.html#cachedSceneGridLayouts
2320Pathfinding.GridGraphEditor.cachedSceneGridLayoutsTimestampgridgrapheditor.html#cachedSceneGridLayoutsTimestamp
2321Pathfinding.GridGraphEditor.collisionPreviewOpengridgrapheditor.html#collisionPreviewOpenShows the preview for the collision testing options. \n\n <b>[image in online documentation]</b>\n\nOn the left you can see a top-down view of the graph with a grid of nodes. On the right you can see a side view of the graph. The white line at the bottom is the base of the graph, with node positions indicated using small dots. When using 2D physics, only the top-down view is visible.\n\nThe green shape indicates the shape that will be used for collision checking.
2322Pathfinding.GridGraphEditor.gridPivotSelectBackgroundgridgrapheditor.html#gridPivotSelectBackgroundCached gui style.
2323Pathfinding.GridGraphEditor.gridPivotSelectButtongridgrapheditor.html#gridPivotSelectButtonCached gui style.
2324Pathfinding.GridGraphEditor.handlePointsgridgrapheditor.html#handlePoints
2325Pathfinding.GridGraphEditor.hexagonSizeContentsgridgrapheditor.html#hexagonSizeContents
2326Pathfinding.GridGraphEditor.interpolatedGridWidthInNodesgridgrapheditor.html#interpolatedGridWidthInNodes
2327Pathfinding.GridGraphEditor.isMouseDowngridgrapheditor.html#isMouseDown
2328Pathfinding.GridGraphEditor.lastTimegridgrapheditor.html#lastTime
2329Pathfinding.GridGraphEditor.lineBuffergridgrapheditor.html#lineBuffer
2330Pathfinding.GridGraphEditor.lockStylegridgrapheditor.html#lockStyleCached gui style.
2331Pathfinding.GridGraphEditor.lockedgridgrapheditor.html#locked
2332Pathfinding.GridGraphEditor.pivotgridgrapheditor.html#pivot
2333Pathfinding.GridGraphEditor.ruleEditorInstancesgridgrapheditor.html#ruleEditorInstances
2334Pathfinding.GridGraphEditor.ruleEditorsgridgrapheditor.html#ruleEditors
2335Pathfinding.GridGraphEditor.ruleHeadersgridgrapheditor.html#ruleHeaders
2336Pathfinding.GridGraphEditor.ruleTypesgridgrapheditor.html#ruleTypes
2337Pathfinding.GridGraphEditor.savedDimensionsgridgrapheditor.html#savedDimensions
2338Pathfinding.GridGraphEditor.savedNodeSizegridgrapheditor.html#savedNodeSize
2339Pathfinding.GridGraphEditor.savedTransformgridgrapheditor.html#savedTransform
2340Pathfinding.GridGraphEditor.selectedTilemapgridgrapheditor.html#selectedTilemap
2341Pathfinding.GridGraphEditor.showExtragridgrapheditor.html#showExtra
2342Pathfinding.GridHitInfo.directiongridhitinfo.html#directionDirection from the node to the edge that was hit. \n\nThis will be in the range of 0 to 4 (exclusive) or -1 if no particular edge was hit.\n\n[more in online documentation]
2343Pathfinding.GridHitInfo.nodegridhitinfo.html#nodeThe node which contained the edge that was hit. \n\nThis may be null in case no particular edge was hit.
2344Pathfinding.GridNode.EdgeNodegridnode.html#EdgeNodeWork in progress for a feature that required info about which nodes were at the border of the graph. \n\n[more in online documentation]
2345Pathfinding.GridNode.GridFlagsAxisAlignedConnectionMaskgridnode.html#GridFlagsAxisAlignedConnectionMask
2346Pathfinding.GridNode.GridFlagsConnectionBit0gridnode.html#GridFlagsConnectionBit0
2347Pathfinding.GridNode.GridFlagsConnectionMaskgridnode.html#GridFlagsConnectionMask
2348Pathfinding.GridNode.GridFlagsConnectionOffsetgridnode.html#GridFlagsConnectionOffset
2349Pathfinding.GridNode.GridFlagsEdgeNodeMaskgridnode.html#GridFlagsEdgeNodeMask
2350Pathfinding.GridNode.GridFlagsEdgeNodeOffsetgridnode.html#GridFlagsEdgeNodeOffset
2351Pathfinding.GridNode.HasAnyGridConnectionsgridnode.html#HasAnyGridConnections
2352Pathfinding.GridNode.HasConnectionsToAllAxisAlignedNeighboursgridnode.html#HasConnectionsToAllAxisAlignedNeighbours
2353Pathfinding.GridNode.HasConnectionsToAllEightNeighboursgridnode.html#HasConnectionsToAllEightNeighbours
2354Pathfinding.GridNode.InternalGridFlagsgridnode.html#InternalGridFlagsInternal use only.
2355Pathfinding.GridNode._gridGraphsgridnode.html#_gridGraphs
2356Pathfinding.GridNodeBase.CoordinatesInGridgridnodebase.html#CoordinatesInGridThe X and Z coordinates of the node in the grid. \n\nThe node in the bottom left corner has (x,z) = (0,0) and the one in the opposite corner has (x,z) = (width-1, depth-1)\n\n[more in online documentation]
2357Pathfinding.GridNodeBase.GridFlagsWalkableErosionMaskgridnodebase.html#GridFlagsWalkableErosionMask
2358Pathfinding.GridNodeBase.GridFlagsWalkableErosionOffsetgridnodebase.html#GridFlagsWalkableErosionOffset
2359Pathfinding.GridNodeBase.GridFlagsWalkableTmpMaskgridnodebase.html#GridFlagsWalkableTmpMask
2360Pathfinding.GridNodeBase.GridFlagsWalkableTmpOffsetgridnodebase.html#GridFlagsWalkableTmpOffset
2361Pathfinding.GridNodeBase.HasAnyGridConnectionsgridnodebase.html#HasAnyGridConnectionsTrue if this node has any grid connections.
2362Pathfinding.GridNodeBase.HasConnectionsToAllAxisAlignedNeighboursgridnodebase.html#HasConnectionsToAllAxisAlignedNeighboursTrue if the node has grid connections to all its 4 axis-aligned neighbours. \n\n[more in online documentation]
2363Pathfinding.GridNodeBase.HasConnectionsToAllEightNeighboursgridnodebase.html#HasConnectionsToAllEightNeighboursTrue if the node has grid connections to all its 8 neighbours. \n\n[more in online documentation]
2364Pathfinding.GridNodeBase.NodeInGridIndexgridnodebase.html#NodeInGridIndexThe index of the node in the grid. \n\nThis is x + z*graph.width So you can get the X and Z indices using <b>[code in online documentation]</b>\n\n[more in online documentation]
2365Pathfinding.GridNodeBase.NodeInGridIndexLayerOffsetgridnodebase.html#NodeInGridIndexLayerOffset
2366Pathfinding.GridNodeBase.NodeInGridIndexMaskgridnodebase.html#NodeInGridIndexMask
2367Pathfinding.GridNodeBase.TmpWalkablegridnodebase.html#TmpWalkableTemporary variable used internally when updating the graph.
2368Pathfinding.GridNodeBase.WalkableErosiongridnodebase.html#WalkableErosionStores walkability before erosion is applied. \n\nUsed internally when updating the graph.
2369Pathfinding.GridNodeBase.XCoordinateInGridgridnodebase.html#XCoordinateInGridX coordinate of the node in the grid. \n\nThe node in the bottom left corner has (x,z) = (0,0) and the one in the opposite corner has (x,z) = (width-1, depth-1)\n\n[more in online documentation]
2370Pathfinding.GridNodeBase.ZCoordinateInGridgridnodebase.html#ZCoordinateInGridZ coordinate of the node in the grid. \n\nThe node in the bottom left corner has (x,z) = (0,0) and the one in the opposite corner has (x,z) = (width-1, depth-1)\n\n[more in online documentation]
2371Pathfinding.GridNodeBase.connectionsgridnodebase.html#connectionsCuston non-grid connections from this node. \n\n[more in online documentation]\nThis field is removed if the ASTAR_GRID_NO_CUSTOM_CONNECTIONS compiler directive is used. Removing it can save a tiny bit of memory. You can enable the define in the Optimizations tab in the A* inspector. \n\n[more in online documentation]
2372Pathfinding.GridNodeBase.gridFlagsgridnodebase.html#gridFlags
2373Pathfinding.GridNodeBase.nodeInGridIndexgridnodebase.html#nodeInGridIndexBitfield containing the x and z coordinates of the node as well as the layer (for layered grid graphs). \n\n[more in online documentation]
2374Pathfinding.GridNodeBase.offsetToDirectiongridnodebase.html#offsetToDirectionConverts from dx + 3*dz to a neighbour direction. \n\nUsed by OffsetToConnectionDirection.\n\nAssumes that dx and dz are both in the range [0,2]. \n\n[more in online documentation]
2375Pathfinding.GridStringPulling.FixedPrecisionScalegridstringpulling.html#FixedPrecisionScale
2376Pathfinding.GridStringPulling.PredicateFailModegridstringpulling.html#PredicateFailMode
2377Pathfinding.GridStringPulling.TriangleBounds.d1trianglebounds.html#d1
2378Pathfinding.GridStringPulling.TriangleBounds.d2trianglebounds.html#d2
2379Pathfinding.GridStringPulling.TriangleBounds.d3trianglebounds.html#d3
2380Pathfinding.GridStringPulling.TriangleBounds.t1trianglebounds.html#t1
2381Pathfinding.GridStringPulling.TriangleBounds.t2trianglebounds.html#t2
2382Pathfinding.GridStringPulling.TriangleBounds.t3trianglebounds.html#t3
2383Pathfinding.GridStringPulling.directionToCornersgridstringpulling.html#directionToCornersZ | |. \n\n3 2 \ | / – - X - —– X / | \ 0 1\n\n| |
2384Pathfinding.GridStringPulling.marker1gridstringpulling.html#marker1
2385Pathfinding.GridStringPulling.marker2gridstringpulling.html#marker2
2386Pathfinding.GridStringPulling.marker3gridstringpulling.html#marker3
2387Pathfinding.GridStringPulling.marker4gridstringpulling.html#marker4
2388Pathfinding.GridStringPulling.marker5gridstringpulling.html#marker5
2389Pathfinding.GridStringPulling.marker6gridstringpulling.html#marker6
2390Pathfinding.GridStringPulling.marker7gridstringpulling.html#marker7
2391Pathfinding.Heuristicpathfinding.html#HeuristicHow to estimate the cost of moving to the destination during pathfinding. \n\nThe heuristic is the estimated cost from the current node to the target. The different heuristics have roughly the same performance except not using any heuristic at all ( Heuristic.None) which is usually significantly slower.\n\nIn the image below you can see a comparison of the different heuristic options for an 8-connected grid and for a 4-connected grid. Note that all paths within the green area will all have the same length. The only difference between the heuristics is which of those paths of the same length that will be chosen. Note that while the Diagonal Manhattan and Manhattan options seem to behave very differently on an 8-connected grid they only do it in this case because of very small rounding errors. Usually they behave almost identically on 8-connected grids.\n\n <b>[image in online documentation]</b>\n\nGenerally for a 4-connected grid graph the Manhattan option should be used as it is the true distance on a 4-connected grid. For an 8-connected grid graph the Diagonal Manhattan option is the mathematically most correct option, however the Euclidean option is often preferred, especially if you are simplifying the path afterwards using modifiers.\n\nFor any graph that is not grid based the Euclidean option is the best one to use.\n\n[more in online documentation]
2392Pathfinding.HeuristicObjective.euclideanEmbeddingCostsheuristicobjective.html#euclideanEmbeddingCosts
2393Pathfinding.HeuristicObjective.euclideanEmbeddingPivotsheuristicobjective.html#euclideanEmbeddingPivots
2394Pathfinding.HeuristicObjective.heuristicheuristicobjective.html#heuristic
2395Pathfinding.HeuristicObjective.heuristicScaleheuristicobjective.html#heuristicScale
2396Pathfinding.HeuristicObjective.mnheuristicobjective.html#mn
2397Pathfinding.HeuristicObjective.mxheuristicobjective.html#mx
2398Pathfinding.HeuristicObjective.targetNodeIndexheuristicobjective.html#targetNodeIndex
2399Pathfinding.HierarchicalGraph.HierarhicalNodeData.boundshierarhicalnodedata.html#bounds
2400Pathfinding.HierarchicalGraph.HierarhicalNodeData.connectionAllocationshierarhicalnodedata.html#connectionAllocations
2401Pathfinding.HierarchicalGraph.HierarhicalNodeData.connectionAllocatorhierarhicalnodedata.html#connectionAllocator
2402Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.childrencontext.html#children
2403Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.connectionscontext.html#connections
2404Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.graphindexcontext.html#graphindex
2405Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.hierarchicalNodeIndexcontext.html#hierarchicalNodeIndex
2406Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.queuecontext.html#queue
2407Pathfinding.HierarchicalGraph.JobRecalculateComponents.boundsjobrecalculatecomponents.html#bounds
2408Pathfinding.HierarchicalGraph.JobRecalculateComponents.connectionAllocationsjobrecalculatecomponents.html#connectionAllocations
2409Pathfinding.HierarchicalGraph.JobRecalculateComponents.dirtiedHierarchicalNodesjobrecalculatecomponents.html#dirtiedHierarchicalNodes
2410Pathfinding.HierarchicalGraph.JobRecalculateComponents.hGraphGCjobrecalculatecomponents.html#hGraphGC
2411Pathfinding.HierarchicalGraph.JobRecalculateComponents.numHierarchicalNodesjobrecalculatecomponents.html#numHierarchicalNodes
2412Pathfinding.HierarchicalGraph.MaxChildrenPerNodehierarchicalgraph.html#MaxChildrenPerNode
2413Pathfinding.HierarchicalGraph.MinChildrenPerNodehierarchicalgraph.html#MinChildrenPerNode
2414Pathfinding.HierarchicalGraph.NumConnectedComponentshierarchicalgraph.html#NumConnectedComponents
2415Pathfinding.HierarchicalGraph.Tilinghierarchicalgraph.html#Tiling
2416Pathfinding.HierarchicalGraph.areashierarchicalgraph.html#areas
2417Pathfinding.HierarchicalGraph.boundshierarchicalgraph.html#bounds
2418Pathfinding.HierarchicalGraph.childrenhierarchicalgraph.html#children
2419Pathfinding.HierarchicalGraph.connectionAllocationshierarchicalgraph.html#connectionAllocations
2420Pathfinding.HierarchicalGraph.connectionAllocatorhierarchicalgraph.html#connectionAllocator
2421Pathfinding.HierarchicalGraph.currentConnectionshierarchicalgraph.html#currentConnections
2422Pathfinding.HierarchicalGraph.dirtiedHierarchicalNodeshierarchicalgraph.html#dirtiedHierarchicalNodes
2423Pathfinding.HierarchicalGraph.dirtyhierarchicalgraph.html#dirty
2424Pathfinding.HierarchicalGraph.dirtyNodeshierarchicalgraph.html#dirtyNodes
2425Pathfinding.HierarchicalGraph.freeNodeIndiceshierarchicalgraph.html#freeNodeIndices
2426Pathfinding.HierarchicalGraph.gcHandlehierarchicalgraph.html#gcHandle
2427Pathfinding.HierarchicalGraph.gizmoVersionhierarchicalgraph.html#gizmoVersion
2428Pathfinding.HierarchicalGraph.navmeshEdgeshierarchicalgraph.html#navmeshEdges
2429Pathfinding.HierarchicalGraph.nodeStoragehierarchicalgraph.html#nodeStorage
2430Pathfinding.HierarchicalGraph.numHierarchicalNodeshierarchicalgraph.html#numHierarchicalNodesHolds areas.Length as a burst-accessible reference.
2431Pathfinding.HierarchicalGraph.rwLockhierarchicalgraph.html#rwLock
2432Pathfinding.HierarchicalGraph.temporaryQueuehierarchicalgraph.html#temporaryQueue
2433Pathfinding.HierarchicalGraph.temporaryStackhierarchicalgraph.html#temporaryStack
2434Pathfinding.HierarchicalGraph.versionhierarchicalgraph.html#version
2435Pathfinding.HierarchicalGraph.versionshierarchicalgraph.html#versions
2436Pathfinding.IAstarAI.canMoveiastarai.html#canMoveEnables or disables movement completely. \n\nIf you want the agent to stand still, but still react to local avoidance and use gravity: use isStopped instead.\n\nThis is also useful if you want to have full control over when the movement calculations run. Take a look at MovementUpdate\n\n[more in online documentation]
2437Pathfinding.IAstarAI.canSearchiastarai.html#canSearchEnables or disables recalculating the path at regular intervals. \n\nSetting this to false does not stop any active path requests from being calculated or stop it from continuing to follow the current path.\n\nNote that this only disables automatic path recalculations. If you call the SearchPath() method a path will still be calculated.\n\n[more in online documentation]
2438Pathfinding.IAstarAI.desiredVelocityiastarai.html#desiredVelocityVelocity that this agent wants to move with. \n\nIncludes gravity and local avoidance if applicable. In world units per second.\n\n[more in online documentation]
2439Pathfinding.IAstarAI.desiredVelocityWithoutLocalAvoidanceiastarai.html#desiredVelocityWithoutLocalAvoidanceVelocity that this agent wants to move with before taking local avoidance into account. \n\nIncludes gravity. In world units per second.\n\nSetting this property will set the current velocity that the agent is trying to move with, including gravity. This can be useful if you want to make the agent come to a complete stop in a single frame or if you want to modify the velocity in some way.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]\n\n\nIf you are not using local avoidance then this property will in almost all cases be identical to desiredVelocity plus some noise due to floating point math.\n\n[more in online documentation]
2440Pathfinding.IAstarAI.destinationiastarai.html#destinationPosition in the world that this agent should move to. \n\nIf no destination has been set yet, then (+infinity, +infinity, +infinity) will be returned.\n\nNote that setting this property does not immediately cause the agent to recalculate its path. So it may take some time before the agent starts to move towards this point. Most movement scripts have a <b>repathRate</b> field which indicates how often the agent looks for a new path. You can also call the SearchPath method to immediately start to search for a new path. Paths are calculated asynchronously so when an agent starts to search for path it may take a few frames (usually 1 or 2) until the result is available. During this time the pathPending property will return true.\n\nIf you are setting a destination and then want to know when the agent has reached that destination then you could either use reachedDestination (recommended) or check both pathPending and reachedEndOfPath. Check the documentation for the respective fields to learn about their differences.\n\n<b>[code in online documentation]</b><b>[code in online documentation]</b>
2441Pathfinding.IAstarAI.endOfPathiastarai.html#endOfPathEnd point of path the agent is currently following. \n\nIf the agent has no path (or it might not be calculated yet), this will return the destination instead. If the agent has no destination it will return the agent's current position.\n\nThe end of the path is usually identical or very close to the destination, but it may differ if the path for example was blocked by a wall so that the agent couldn't get any closer.\n\nThis is only updated when the path is recalculated.
2442Pathfinding.IAstarAI.hasPathiastarai.html#hasPathTrue if this agent currently has a path that it follows.
2443Pathfinding.IAstarAI.heightiastarai.html#heightHeight of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nThis value is currently only used if an RVOController is attached to the same GameObject, otherwise it is only used for drawing nice gizmos in the scene view. However since the height value is used for some things, the radius field is always visible for consistency and easier visualization of the character. That said, it may be used for something in a future release.\n\n[more in online documentation]
2444Pathfinding.IAstarAI.isStoppediastarai.html#isStoppedGets or sets if the agent should stop moving. \n\nIf this is set to true the agent will immediately start to slow down as quickly as it can to come to a full stop. The agent will still react to local avoidance and gravity (if applicable), but it will not try to move in any particular direction.\n\nThe current path of the agent will not be cleared, so when this is set to false again the agent will continue moving along the previous path.\n\nThis is a purely user-controlled parameter, so for example it is not set automatically when the agent stops moving because it has reached the target. Use reachedEndOfPath for that.\n\nIf this property is set to true while the agent is traversing an off-mesh link (RichAI script only), then the agent will continue traversing the link and stop once it has completed it.\n\n[more in online documentation]\nThe steeringTarget property will continue to indicate the point which the agent would move towards if it would not be stopped.
2445Pathfinding.IAstarAI.maxSpeediastarai.html#maxSpeedMax speed in world units per second.
2446Pathfinding.IAstarAI.movementPlaneiastarai.html#movementPlaneThe plane the agent is moving in. \n\nThis is typically the ground plane, which will be the XZ plane in a 3D game, and the XY plane in a 2D game. Ultimately it depends on the graph orientation.\n\nIf you are doing pathfinding on a spherical world (see Spherical Worlds), the the movement plane will be the tangent plane of the sphere at the agent's position.
2447Pathfinding.IAstarAI.onSearchPathiastarai.html#onSearchPathCalled when the agent recalculates its path. \n\nThis is called both for automatic path recalculations (see canSearch) and manual ones (see SearchPath).\n\n[more in online documentation]
2448Pathfinding.IAstarAI.pathPendingiastarai.html#pathPendingTrue if a path is currently being calculated.
2449Pathfinding.IAstarAI.positioniastarai.html#positionPosition of the agent. \n\nIn world space. \n\n[more in online documentation]\nIf you want to move the agent you may use Teleport or Move.
2450Pathfinding.IAstarAI.radiusiastarai.html#radiusRadius of the agent in world units. \n\nThis is visualized in the scene view as a yellow cylinder around the character.\n\nNote that this does not affect pathfinding in any way. The graph used completely determines where the agent can move.\n\n[more in online documentation]
2451Pathfinding.IAstarAI.reachedDestinationiastarai.html#reachedDestinationTrue if the ai has reached the destination. \n\nThis is a best effort calculation to see if the destination has been reached. For the AIPath/RichAI scripts, this is when the character is within AIPath.endReachedDistance world units from the destination. For the AILerp script it is when the character is at the destination (±a very small margin).\n\nThis value will be updated immediately when the destination is changed (in contrast to reachedEndOfPath), however since path requests are asynchronous it will use an approximation until it sees the real path result. What this property does is to check the distance to the end of the current path, and add to that the distance from the end of the path to the destination (i.e. is assumes it is possible to move in a straight line between the end of the current path to the destination) and then checks if that total distance is less than AIPath.endReachedDistance. This property is therefore only a best effort, but it will work well for almost all use cases.\n\nFurthermore it will not report that the destination is reached if the destination is above the head of the character or more than half the height of the character below its feet (so if you have a multilevel building, it is important that you configure the height of the character correctly).\n\nThe cases which could be problematic are if an agent is standing next to a very thin wall and the destination suddenly changes to the other side of that thin wall. During the time that it takes for the path to be calculated the agent may see itself as alredy having reached the destination because the destination only moved a very small distance (the wall was thin), even though it may actually be quite a long way around the wall to the other side.\n\nIn contrast to reachedEndOfPath, this property is immediately updated when the destination is changed.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
2452Pathfinding.IAstarAI.reachedEndOfPathiastarai.html#reachedEndOfPathTrue if the agent has reached the end of the current path. \n\nNote that setting the destination does not immediately update the path, nor is there any guarantee that the AI will actually be able to reach the destination that you set. The AI will try to get as close as possible. Often you want to use reachedDestination instead which is easier to work with.\n\nIt is very hard to provide a method for detecting if the AI has reached the destination that works across all different games because the destination may not even lie on the navmesh and how that is handled differs from game to game (see also the code snippet in the docs for destination).\n\n[more in online documentation]
2453Pathfinding.IAstarAI.remainingDistanceiastarai.html#remainingDistanceApproximate remaining distance along the current path to the end of the path. \n\nThe RichAI movement script approximates this distance since it is quite expensive to calculate the real distance. However it will be accurate when the agent is within 1 corner of the destination. You can use GetRemainingPath to calculate the actual remaining path more precisely.\n\nThe AIPath and AILerp scripts use a more accurate distance calculation at all times.\n\nIf the agent does not currently have a path, then positive infinity will be returned.\n\n[more in online documentation]\n\n\n\n[more in online documentation]
2454Pathfinding.IAstarAI.rotationiastarai.html#rotationRotation of the agent. \n\nIn world space. \n\n[more in online documentation]
2455Pathfinding.IAstarAI.steeringTargetiastarai.html#steeringTargetPoint on the path which the agent is currently moving towards. \n\nThis is usually a point a small distance ahead of the agent or the end of the path.\n\nIf the agent does not have a path at the moment, then the agent's current position will be returned.
2456Pathfinding.IAstarAI.velocityiastarai.html#velocityActual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation]
2457Pathfinding.IGraphInternals.SerializedEditorSettingsigraphinternals.html#SerializedEditorSettings
2458Pathfinding.IGraphUpdatePromise.Progressigraphupdatepromise.html#ProgressReturns the progress of the update. \n\nThis should be a value between 0 and 1.
2459Pathfinding.IOffMeshLinkHandler.nameioffmeshlinkhandler.html#nameName of the handler. \n\nThis is used to identify the handler in the inspector.
2460Pathfinding.IPathInternals.PathHandleripathinternals.html#PathHandler
2461Pathfinding.IPathInternals.Pooledipathinternals.html#Pooled
2462Pathfinding.IPathModifier.Orderipathmodifier.html#Order
2463Pathfinding.ITransformedGraph.transformitransformedgraph.html#transform
2464Pathfinding.ITraversalProvider.filterDiagonalGridConnectionsitraversalprovider.html#filterDiagonalGridConnectionsFilter diagonal connections using GridGraph.cutCorners for effects applied by this ITraversalProvider. \n\nThis includes tags and other effects that this ITraversalProvider controls.\n\nThis only has an effect if GridGraph.cutCorners is set to false and your grid has GridGraph.neighbours set to Eight.\n\nTake this example, the grid is completely walkable, but an ITraversalProvider is used to make the nodes marked with '#' as unwalkable. The agent 'S' is in the middle.\n\n<b>[code in online documentation]</b>\n\nIf <b>filterDiagonalGridConnections</b> is false the agent will be free to use the diagonal connections to move away from that spot. However, if <b>filterDiagonalGridConnections</b> is true (the default) then the diagonal connections will be disabled and the agent will be stuck.\n\nTypically, there are a few common use cases:\n- If your ITraversalProvider makes walls and obstacles and you want it to behave identically to obstacles included in the original grid graph scan, then this should be true.\n\n- If your ITraversalProvider is used for agent to agent avoidance and you want them to be able to move around each other more freely, then this should be false.\n\n\n\n[more in online documentation]
2465Pathfinding.InspectorGridHexagonNodeSizepathfinding.html#InspectorGridHexagonNodeSize
2466Pathfinding.InspectorGridModepathfinding.html#InspectorGridMode
2467Pathfinding.Int2.sqrMagnitudeLongint2.html#sqrMagnitudeLong
2468Pathfinding.Int2.xint2.html#x
2469Pathfinding.Int2.yint2.html#y
2470Pathfinding.Int3.FloatPrecisionint3.html#FloatPrecisionPrecision as a float
2471Pathfinding.Int3.Precisionint3.html#PrecisionPrecision for the integer coordinates. \n\nOne world unit is divided into [value] pieces. A value of 1000 would mean millimeter precision, a value of 1 would mean meter precision (assuming 1 world unit = 1 meter). This value affects the maximum coordinates for nodes as well as how large the cost values are for moving between two nodes. A higher value means that you also have to set all penalty values to a higher value to compensate since the normal cost of moving will be higher.
2472Pathfinding.Int3.PrecisionFactorint3.html#PrecisionFactor1 divided by Precision
2473Pathfinding.Int3.costMagnitudeint3.html#costMagnitudeMagnitude used for the cost between two nodes. \n\nThe default cost between two nodes can be calculated like this: <b>[code in online documentation]</b>\n\nThis is simply the magnitude, rounded to the nearest integer
2474Pathfinding.Int3.magnitudeint3.html#magnitudeReturns the magnitude of the vector. \n\nThe magnitude is the 'length' of the vector from 0,0,0 to this point. Can be used for distance calculations: <b>[code in online documentation]</b>
2475Pathfinding.Int3.sqrMagnitudeint3.html#sqrMagnitudeThe squared magnitude of the vector.
2476Pathfinding.Int3.sqrMagnitudeLongint3.html#sqrMagnitudeLongThe squared magnitude of the vector.
2477Pathfinding.Int3.this[int i]int3.html#thisinti
2478Pathfinding.Int3.xint3.html#x
2479Pathfinding.Int3.yint3.html#y
2480Pathfinding.Int3.zint3.html#z
2481Pathfinding.Int3.zeroint3.html#zero
2482Pathfinding.IntBounds.maxintbounds.html#max
2483Pathfinding.IntBounds.minintbounds.html#min
2484Pathfinding.IntBounds.sizeintbounds.html#size
2485Pathfinding.IntBounds.volumeintbounds.html#volume
2486Pathfinding.IntRect.Areaintrect.html#Area
2487Pathfinding.IntRect.Heightintrect.html#Height
2488Pathfinding.IntRect.Maxintrect.html#Max
2489Pathfinding.IntRect.Minintrect.html#Min
2490Pathfinding.IntRect.Widthintrect.html#Width
2491Pathfinding.IntRect.xmaxintrect.html#xmax
2492Pathfinding.IntRect.xminintrect.html#xmin
2493Pathfinding.IntRect.ymaxintrect.html#ymax
2494Pathfinding.IntRect.yminintrect.html#ymin
2495Pathfinding.Jobs.DisposeArena.bufferdisposearena.html#buffer
2496Pathfinding.Jobs.DisposeArena.buffer2disposearena.html#buffer2
2497Pathfinding.Jobs.DisposeArena.buffer3disposearena.html#buffer3
2498Pathfinding.Jobs.DisposeArena.gcHandlesdisposearena.html#gcHandles
2499Pathfinding.Jobs.IJobExtensions.ManagedActionJob.handlemanagedactionjob.html#handle
2500Pathfinding.Jobs.IJobExtensions.ManagedJob.handlemanagedjob.html#handle
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