| 1 | AIMoveSystem.cs.GCHandle | <undefined> | |
|---|
| 2 | AstarPath.AstarDistribution | astarpath.html#AstarDistribution | Information about where the package was downloaded. |
| 3 | AstarPath.Branch | astarpath.html#Branch | Which 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. |
| 4 | AstarPath.Distribution | astarpath.html#Distribution | Used by the editor to guide the user to the correct place to download updates. |
| 5 | AstarPath.IsAnyGraphUpdateInProgress | astarpath.html#IsAnyGraphUpdateInProgress | Returns if any graph updates are being calculated right now. \n\n[more in online documentation] |
| 6 | AstarPath.IsAnyGraphUpdateQueued | astarpath.html#IsAnyGraphUpdateQueued | Returns if any graph updates are waiting to be applied. \n\n[more in online documentation] |
| 7 | AstarPath.IsAnyWorkItemInProgress | astarpath.html#IsAnyWorkItemInProgress | Returns if any work items are in progress right now. \n\n[more in online documentation] |
| 8 | AstarPath.IsInsideWorkItem | astarpath.html#IsInsideWorkItem | Returns 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. |
| 9 | AstarPath.IsUsingMultithreading | astarpath.html#IsUsingMultithreading | Returns whether or not multithreading is used. \n\n\n[more in online documentation] |
| 10 | AstarPath.NNConstraintClosestAsSeenFromAbove | astarpath.html#NNConstraintClosestAsSeenFromAbove | Cached NNConstraint to avoid unnecessary allocations. \n\nThis should ideally be fixed by making NNConstraint an immutable class/struct. |
| 11 | AstarPath.NNConstraintNone | astarpath.html#NNConstraintNone | Cached NNConstraint.None to avoid unnecessary allocations. \n\nThis should ideally be fixed by making NNConstraint an immutable class/struct. |
| 12 | AstarPath.NumParallelThreads | astarpath.html#NumParallelThreads | Number 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] |
| 13 | AstarPath.On65KOverflow | astarpath.html#On65KOverflow | Called when <b>pathID</b> overflows 65536 and resets back to zero. \n\n[more in online documentation] |
| 14 | AstarPath.OnAwakeSettings | astarpath.html#OnAwakeSettings | Called 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> |
| 15 | AstarPath.OnGraphPostScan | astarpath.html#OnGraphPostScan | Called 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. |
| 16 | AstarPath.OnGraphPreScan | astarpath.html#OnGraphPreScan | Called 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. |
| 17 | AstarPath.OnGraphsUpdated | astarpath.html#OnGraphsUpdated | Called 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. |
| 18 | AstarPath.OnLatePostScan | astarpath.html#OnLatePostScan | Called 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. |
| 19 | AstarPath.OnPathPostSearch | astarpath.html#OnPathPostSearch | Called for each path after searching. \n\nBe careful when using multithreading since this will be called from a different thread. |
| 20 | AstarPath.OnPathPreSearch | astarpath.html#OnPathPreSearch | Called for each path before searching. \n\nBe careful when using multithreading since this will be called from a different thread. |
| 21 | AstarPath.OnPathsCalculated | astarpath.html#OnPathsCalculated | Called 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. |
| 22 | AstarPath.OnPostScan | astarpath.html#OnPostScan | Called 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. |
| 23 | AstarPath.OnPreScan | astarpath.html#OnPreScan | Called before starting the scanning. \n\nIn most cases it is recommended to create a custom class which inherits from Pathfinding.GraphModifier instead. |
| 24 | AstarPath.Version | astarpath.html#Version | The version number for the A* Pathfinding Project. |
| 25 | AstarPath.active | astarpath.html#active | Returns the active AstarPath object in the scene. \n\n[more in online documentation] |
| 26 | AstarPath.asyncScanTask | astarpath.html#asyncScanTask | If 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. |
| 27 | AstarPath.batchGraphUpdates | astarpath.html#batchGraphUpdates | Throttle 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] |
| 28 | AstarPath.colorSettings | astarpath.html#colorSettings | Reference to the color settings for this AstarPath object. \n\nColor settings include for example which color the nodes should be in, in the sceneview. |
| 29 | AstarPath.cs.Thread | <undefined> | |
| 30 | AstarPath.data | astarpath.html#data | Holds all graph data. |
| 31 | AstarPath.debugFloor | astarpath.html#debugFloor | Low 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] |
| 32 | AstarPath.debugMode | astarpath.html#debugMode | The mode to use for drawing nodes in the sceneview. \n\n[more in online documentation] |
| 33 | AstarPath.debugPathData | astarpath.html#debugPathData | The 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. |
| 34 | AstarPath.debugPathID | astarpath.html#debugPathID | The path ID to debug using gizmos. |
| 35 | AstarPath.debugRoof | astarpath.html#debugRoof | High 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] |
| 36 | AstarPath.euclideanEmbedding | astarpath.html#euclideanEmbedding | Holds settings for heuristic optimization. \n\n[more in online documentation]\n [more in online documentation] |
| 37 | AstarPath.fullGetNearestSearch | astarpath.html#fullGetNearestSearch | Do 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] |
| 38 | AstarPath.graphDataLock | astarpath.html#graphDataLock | Global 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] |
| 39 | AstarPath.graphUpdateBatchingInterval | astarpath.html#graphUpdateBatchingInterval | Minimum 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] |
| 40 | AstarPath.graphUpdateRoutineRunning | astarpath.html#graphUpdateRoutineRunning | |
| 41 | AstarPath.graphUpdates | astarpath.html#graphUpdates | Processes graph updates. |
| 42 | AstarPath.graphUpdatesWorkItemAdded | astarpath.html#graphUpdatesWorkItemAdded | Makes sure QueueGraphUpdates will not queue multiple graph update orders. |
| 43 | AstarPath.graphs | astarpath.html#graphs | Shortcut to Pathfinding.AstarData.graphs. |
| 44 | AstarPath.hasScannedGraphAtStartup | astarpath.html#hasScannedGraphAtStartup | |
| 45 | AstarPath.heuristic | astarpath.html#heuristic | The 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] |
| 46 | AstarPath.heuristicScale | astarpath.html#heuristicScale | The 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] |
| 47 | AstarPath.hierarchicalGraph | astarpath.html#hierarchicalGraph | Holds a hierarchical graph to speed up some queries like if there is a path between two nodes. |
| 48 | AstarPath.inGameDebugPath | astarpath.html#inGameDebugPath | Debug string from the last completed path. \n\nWill be updated if logPathResults == PathLog.InGame |
| 49 | AstarPath.isScanning | astarpath.html#isScanning | True while any graphs are being scanned. \n\nThis is primarily relevant when scanning graph asynchronously.\n\n[more in online documentation] |
| 50 | AstarPath.isScanningBacking | astarpath.html#isScanningBacking | Backing field for isScanning. \n\nCannot use an auto-property because they cannot be marked with System.NonSerialized. |
| 51 | AstarPath.lastGraphUpdate | astarpath.html#lastGraphUpdate | Time the last graph update was done. \n\nUsed to group together frequent graph updates to batches |
| 52 | AstarPath.lastScanTime | astarpath.html#lastScanTime | The time it took for the last call to Scan() to complete. \n\nUsed to prevent automatically rescanning the graphs too often (editor only) |
| 53 | AstarPath.logPathResults | astarpath.html#logPathResults | The 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> |
| 54 | AstarPath.manualDebugFloorRoof | astarpath.html#manualDebugFloorRoof | If set, the debugFloor and debugRoof values will not be automatically recalculated. \n\n[more in online documentation] |
| 55 | AstarPath.maxFrameTime | astarpath.html#maxFrameTime | Max 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. |
| 56 | AstarPath.maxNearestNodeDistance | astarpath.html#maxNearestNodeDistance | Maximum 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] |
| 57 | AstarPath.maxNearestNodeDistanceSqr | astarpath.html#maxNearestNodeDistanceSqr | Max Nearest Node Distance Squared. \n\n[more in online documentation] |
| 58 | AstarPath.navmeshUpdates | astarpath.html#navmeshUpdates | Handles navmesh cuts. \n\n[more in online documentation] |
| 59 | AstarPath.nextFreePathID | astarpath.html#nextFreePathID | The next unused Path ID. \n\nIncremented for every call to GetNextPathID |
| 60 | AstarPath.nodeStorage | astarpath.html#nodeStorage | Holds global node data that cannot be stored in individual graphs. |
| 61 | AstarPath.offMeshLinks | astarpath.html#offMeshLinks | Holds all active off-mesh links. |
| 62 | AstarPath.pathProcessor | astarpath.html#pathProcessor | Holds all paths waiting to be calculated and calculates them. |
| 63 | AstarPath.pathReturnQueue | astarpath.html#pathReturnQueue | Holds all completed paths waiting to be returned to where they were requested. |
| 64 | AstarPath.prioritizeGraphs | astarpath.html#prioritizeGraphs | Prioritize 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] |
| 65 | AstarPath.prioritizeGraphsLimit | astarpath.html#prioritizeGraphsLimit | Distance limit for prioritizeGraphs. \n\n[more in online documentation] |
| 66 | AstarPath.redrawScope | astarpath.html#redrawScope | |
| 67 | AstarPath.scanOnStartup | astarpath.html#scanOnStartup | If 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] |
| 68 | AstarPath.showGraphs | astarpath.html#showGraphs | Shows or hides graph inspectors. \n\nUsed internally by the editor |
| 69 | AstarPath.showNavGraphs | astarpath.html#showNavGraphs | Visualize graphs in the scene view (editor only). \n\n <b>[image in online documentation]</b> |
| 70 | AstarPath.showSearchTree | astarpath.html#showSearchTree | If 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] |
| 71 | AstarPath.showUnwalkableNodes | astarpath.html#showUnwalkableNodes | Toggle to show unwalkable nodes. \n\n[more in online documentation] |
| 72 | AstarPath.tagNames | astarpath.html#tagNames | Stored tag names. \n\n[more in online documentation] |
| 73 | AstarPath.unwalkableNodeDebugSize | astarpath.html#unwalkableNodeDebugSize | Size of the red cubes shown in place of unwalkable nodes. \n\n[more in online documentation] |
| 74 | AstarPath.waitForPathDepth | astarpath.html#waitForPathDepth | |
| 75 | AstarPath.workItemLock | astarpath.html#workItemLock | Held if any work items are currently queued. |
| 76 | AstarPath.workItems | astarpath.html#workItems | Processes work items. |
| 77 | BlockableChannel.cs.PopState | <undefined> | |
| 78 | FollowerControlSystem.cs.GCHandle | <undefined> | |
| 79 | GridGraph.cs.Math | <undefined> | |
| 80 | GridNode.cs.PREALLOCATE_NODES | <undefined> | |
| 81 | GridNodeBase.cs.PREALLOCATE_NODES | <undefined> | |
| 82 | JobRepairPath.cs.GCHandle | <undefined> | |
| 83 | LevelGridNode.cs.ASTAR_LEVELGRIDNODE_FEW_LAYERS | <undefined> | |
| 84 | Pathfinding.ABPath.NNConstraintNone | abpath.html#NNConstraintNone | Cached NNConstraint.None to reduce allocations. |
| 85 | Pathfinding.ABPath.calculatePartial | abpath.html#calculatePartial | Calculate 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] |
| 86 | Pathfinding.ABPath.cost | abpath.html#cost | Total 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] |
| 87 | Pathfinding.ABPath.endNode | abpath.html#endNode | End node of the path. |
| 88 | Pathfinding.ABPath.endPoint | abpath.html#endPoint | End point of the path. \n\nThis is the closest point on the endNode to originalEndPoint |
| 89 | Pathfinding.ABPath.endPointKnownBeforeCalculation | abpath.html#endPointKnownBeforeCalculation | True 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. |
| 90 | Pathfinding.ABPath.endingCondition | abpath.html#endingCondition | Optional 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] |
| 91 | Pathfinding.ABPath.hasEndPoint | abpath.html#hasEndPoint | Determines if a search for an end node should be done. \n\nSet by different path types. \n\n[more in online documentation] |
| 92 | Pathfinding.ABPath.originalEndPoint | abpath.html#originalEndPoint | End Point exactly as in the path request. |
| 93 | Pathfinding.ABPath.originalStartPoint | abpath.html#originalStartPoint | Start Point exactly as in the path request. |
| 94 | Pathfinding.ABPath.partialBestTargetGScore | abpath.html#partialBestTargetGScore | |
| 95 | Pathfinding.ABPath.partialBestTargetHScore | abpath.html#partialBestTargetHScore | |
| 96 | Pathfinding.ABPath.partialBestTargetPathNodeIndex | abpath.html#partialBestTargetPathNodeIndex | Current best target for the partial path. \n\nThis is the node with the lowest H score. |
| 97 | Pathfinding.ABPath.startNode | abpath.html#startNode | Start node of the path. |
| 98 | Pathfinding.ABPath.startPoint | abpath.html#startPoint | Start point of the path. \n\nThis is the closest point on the startNode to originalStartPoint |
| 99 | Pathfinding.ABPathEndingCondition.abPath | abpathendingcondition.html#abPath | Path which this ending condition is used on. \n\nSame as path but downcasted to ABPath |
| 100 | Pathfinding.AIBase.ShapeGizmoColor | aibase.html#ShapeGizmoColor | |
| 101 | Pathfinding.AIBase.accumulatedMovementDelta | aibase.html#accumulatedMovementDelta | Accumulated movement deltas from the Move method. |
| 102 | Pathfinding.AIBase.canMove | aibase.html#canMove | Enables 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] |
| 103 | Pathfinding.AIBase.canSearch | aibase.html#canSearch | Enables 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] |
| 104 | Pathfinding.AIBase.canSearchCompability | aibase.html#canSearchCompability | |
| 105 | Pathfinding.AIBase.centerOffset | aibase.html#centerOffset | Offset 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] |
| 106 | Pathfinding.AIBase.centerOffsetCompatibility | aibase.html#centerOffsetCompatibility | |
| 107 | Pathfinding.AIBase.controller | aibase.html#controller | Cached CharacterController component. |
| 108 | Pathfinding.AIBase.desiredVelocity | aibase.html#desiredVelocity | Velocity 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] |
| 109 | Pathfinding.AIBase.desiredVelocityWithoutLocalAvoidance | aibase.html#desiredVelocityWithoutLocalAvoidance | Velocity 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] |
| 110 | Pathfinding.AIBase.destination | aibase.html#destination | Position 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> |
| 111 | Pathfinding.AIBase.destinationBackingField | aibase.html#destinationBackingField | Backing field for destination. |
| 112 | Pathfinding.AIBase.enableRotation | aibase.html#enableRotation | If true, the AI will rotate to face the movement direction. \n\n[more in online documentation] |
| 113 | Pathfinding.AIBase.endOfPath | aibase.html#endOfPath | End 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. |
| 114 | Pathfinding.AIBase.endReachedDistance | aibase.html#endReachedDistance | Distance 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] |
| 115 | Pathfinding.AIBase.gravity | aibase.html#gravity | Gravity 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. |
| 116 | Pathfinding.AIBase.groundMask | aibase.html#groundMask | Layer 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] |
| 117 | Pathfinding.AIBase.height | aibase.html#height | Height 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] |
| 118 | Pathfinding.AIBase.isStopped | aibase.html#isStopped | Gets 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. |
| 119 | Pathfinding.AIBase.lastDeltaPosition | aibase.html#lastDeltaPosition | Amount which the character wants or tried to move with during the last frame. |
| 120 | Pathfinding.AIBase.lastDeltaTime | aibase.html#lastDeltaTime | Delta time used for movement during the last frame. |
| 121 | Pathfinding.AIBase.lastRaycastHit | aibase.html#lastRaycastHit | Hit 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] |
| 122 | Pathfinding.AIBase.lastRepath | aibase.html#lastRepath | Time when the last path request was started. |
| 123 | Pathfinding.AIBase.maxSpeed | aibase.html#maxSpeed | Max speed in world units per second. |
| 124 | Pathfinding.AIBase.movementPlane | aibase.html#movementPlane | Plane 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. |
| 125 | Pathfinding.AIBase.onPathComplete | aibase.html#onPathComplete | Cached delegate for the OnPathComplete method. \n\nCaching this avoids allocating a new one every time a path is calculated, which reduces GC pressure. |
| 126 | Pathfinding.AIBase.onSearchPath | aibase.html#onSearchPath | Called 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] |
| 127 | Pathfinding.AIBase.orientation | aibase.html#orientation | Determines 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> |
| 128 | Pathfinding.AIBase.position | aibase.html#position | Position 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] |
| 129 | Pathfinding.AIBase.prevPosition1 | aibase.html#prevPosition1 | Position of the character at the end of the last frame. |
| 130 | Pathfinding.AIBase.prevPosition2 | aibase.html#prevPosition2 | Position of the character at the end of the frame before the last frame. |
| 131 | Pathfinding.AIBase.radius | aibase.html#radius | Radius 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] |
| 132 | Pathfinding.AIBase.reachedDestination | aibase.html#reachedDestination | True 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] |
| 133 | Pathfinding.AIBase.repathRate | aibase.html#repathRate | Determines 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] |
| 134 | Pathfinding.AIBase.repathRateCompatibility | aibase.html#repathRateCompatibility | |
| 135 | Pathfinding.AIBase.rigid | aibase.html#rigid | Cached Rigidbody component. |
| 136 | Pathfinding.AIBase.rigid2D | aibase.html#rigid2D | Cached Rigidbody component. |
| 137 | Pathfinding.AIBase.rotation | aibase.html#rotation | Rotation of the agent. \n\nIf updateRotation is true then this value is identical to transform.rotation. |
| 138 | Pathfinding.AIBase.rotationIn2D | aibase.html#rotationIn2D | If true, the forward axis of the character will be along the Y axis instead of the Z axis. \n\n[more in online documentation] |
| 139 | Pathfinding.AIBase.rvoController | aibase.html#rvoController | Cached RVOController component. |
| 140 | Pathfinding.AIBase.rvoDensityBehavior | aibase.html#rvoDensityBehavior | Controls 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] |
| 141 | Pathfinding.AIBase.seeker | aibase.html#seeker | Cached Seeker component. |
| 142 | Pathfinding.AIBase.shouldRecalculatePath | aibase.html#shouldRecalculatePath | True if the path should be automatically recalculated as soon as possible. |
| 143 | Pathfinding.AIBase.simulatedPosition | aibase.html#simulatedPosition | Position of the agent. \n\nIf updatePosition is true then this value will be synchronized every frame with Transform.position. |
| 144 | Pathfinding.AIBase.simulatedRotation | aibase.html#simulatedRotation | Rotation of the agent. \n\nIf updateRotation is true then this value will be synchronized every frame with Transform.rotation. |
| 145 | Pathfinding.AIBase.startHasRun | aibase.html#startHasRun | True 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). |
| 146 | Pathfinding.AIBase.target | aibase.html#target | Target 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] |
| 147 | Pathfinding.AIBase.targetCompatibility | aibase.html#targetCompatibility | |
| 148 | Pathfinding.AIBase.tr | aibase.html#tr | Cached Transform component. |
| 149 | Pathfinding.AIBase.updatePosition | aibase.html#updatePosition | Determines 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] |
| 150 | Pathfinding.AIBase.updateRotation | aibase.html#updateRotation | Determines 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] |
| 151 | Pathfinding.AIBase.usingGravity | aibase.html#usingGravity | Indicates if gravity is used during this frame. |
| 152 | Pathfinding.AIBase.velocity | aibase.html#velocity | Actual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation] |
| 153 | Pathfinding.AIBase.velocity2D | aibase.html#velocity2D | Current desired velocity of the agent (does not include local avoidance and physics). \n\nLies in the movement plane. |
| 154 | Pathfinding.AIBase.verticalVelocity | aibase.html#verticalVelocity | Velocity 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. |
| 155 | Pathfinding.AIBase.waitingForPathCalculation | aibase.html#waitingForPathCalculation | Only when the previous path has been calculated should the script consider searching for a new path. |
| 156 | Pathfinding.AIBase.whenCloseToDestination | aibase.html#whenCloseToDestination | What 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] |
| 157 | Pathfinding.AIDestinationSetter.ai | aidestinationsetter.html#ai | |
| 158 | Pathfinding.AIDestinationSetter.entity | aidestinationsetter.html#entity | |
| 159 | Pathfinding.AIDestinationSetter.target | aidestinationsetter.html#target | The object that the AI should move to. |
| 160 | Pathfinding.AIDestinationSetter.useRotation | aidestinationsetter.html#useRotation | If 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] |
| 161 | Pathfinding.AIDestinationSetter.world | aidestinationsetter.html#world | |
| 162 | Pathfinding.AILerp.canMove | ailerp.html#canMove | Enables 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] |
| 163 | Pathfinding.AILerp.canSearch | ailerp.html#canSearch | Enables 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] |
| 164 | Pathfinding.AILerp.canSearchAgain | ailerp.html#canSearchAgain | Only when the previous path has been returned should a search for a new path be done. |
| 165 | Pathfinding.AILerp.canSearchCompability | ailerp.html#canSearchCompability | |
| 166 | Pathfinding.AILerp.desiredVelocity | ailerp.html#desiredVelocity | |
| 167 | Pathfinding.AILerp.desiredVelocityWithoutLocalAvoidance | ailerp.html#desiredVelocityWithoutLocalAvoidance | |
| 168 | Pathfinding.AILerp.destination | ailerp.html#destination | |
| 169 | Pathfinding.AILerp.enableRotation | ailerp.html#enableRotation | If true, the AI will rotate to face the movement direction. \n\n[more in online documentation] |
| 170 | Pathfinding.AILerp.endOfPath | ailerp.html#endOfPath | End 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. |
| 171 | Pathfinding.AILerp.hasPath | ailerp.html#hasPath | True if this agent currently has a path that it follows. |
| 172 | Pathfinding.AILerp.height | ailerp.html#height | Height 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] |
| 173 | Pathfinding.AILerp.interpolatePathSwitches | ailerp.html#interpolatePathSwitches | If 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] |
| 174 | Pathfinding.AILerp.interpolator | ailerp.html#interpolator | |
| 175 | Pathfinding.AILerp.interpolatorPath | ailerp.html#interpolatorPath | |
| 176 | Pathfinding.AILerp.isStopped | ailerp.html#isStopped | Gets 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. |
| 177 | Pathfinding.AILerp.maxSpeed | ailerp.html#maxSpeed | Max speed in world units per second. |
| 178 | Pathfinding.AILerp.movementPlane | ailerp.html#movementPlane | The 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. |
| 179 | Pathfinding.AILerp.onPathComplete | ailerp.html#onPathComplete | Cached delegate for the OnPathComplete method. \n\nCaching this avoids allocating a new one every time a path is calculated, which reduces GC pressure. |
| 180 | Pathfinding.AILerp.onSearchPath | ailerp.html#onSearchPath | Called 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] |
| 181 | Pathfinding.AILerp.orientation | ailerp.html#orientation | Determines 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> |
| 182 | Pathfinding.AILerp.path | ailerp.html#path | Current path which is followed. |
| 183 | Pathfinding.AILerp.pathPending | ailerp.html#pathPending | True if a path is currently being calculated. |
| 184 | Pathfinding.AILerp.pathSwitchInterpolationTime | ailerp.html#pathSwitchInterpolationTime | Time since the path was replaced by a new path. \n\n[more in online documentation] |
| 185 | Pathfinding.AILerp.position | ailerp.html#position | Position 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. |
| 186 | Pathfinding.AILerp.previousMovementDirection | ailerp.html#previousMovementDirection | |
| 187 | Pathfinding.AILerp.previousMovementOrigin | ailerp.html#previousMovementOrigin | When 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. |
| 188 | Pathfinding.AILerp.previousPosition1 | ailerp.html#previousPosition1 | |
| 189 | Pathfinding.AILerp.previousPosition2 | ailerp.html#previousPosition2 | |
| 190 | Pathfinding.AILerp.radius | ailerp.html#radius | Radius 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] |
| 191 | Pathfinding.AILerp.reachedDestination | ailerp.html#reachedDestination | True 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] |
| 192 | Pathfinding.AILerp.reachedEndOfPath | ailerp.html#reachedEndOfPath | True if the end of the current path has been reached. |
| 193 | Pathfinding.AILerp.remainingDistance | ailerp.html#remainingDistance | Approximate 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] |
| 194 | Pathfinding.AILerp.repathRate | ailerp.html#repathRate | Determines 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] |
| 195 | Pathfinding.AILerp.repathRateCompatibility | ailerp.html#repathRateCompatibility | |
| 196 | Pathfinding.AILerp.rotation | ailerp.html#rotation | Rotation of the agent. \n\nIn world space. \n\n[more in online documentation] |
| 197 | Pathfinding.AILerp.rotationIn2D | ailerp.html#rotationIn2D | If true, the forward axis of the character will be along the Y axis instead of the Z axis. \n\n[more in online documentation] |
| 198 | Pathfinding.AILerp.rotationSpeed | ailerp.html#rotationSpeed | How quickly to rotate. |
| 199 | Pathfinding.AILerp.seeker | ailerp.html#seeker | Cached Seeker component. |
| 200 | Pathfinding.AILerp.shouldRecalculatePath | ailerp.html#shouldRecalculatePath | True if the path should be automatically recalculated as soon as possible. |
| 201 | Pathfinding.AILerp.simulatedPosition | ailerp.html#simulatedPosition | |
| 202 | Pathfinding.AILerp.simulatedRotation | ailerp.html#simulatedRotation | |
| 203 | Pathfinding.AILerp.speed | ailerp.html#speed | Speed in world units. |
| 204 | Pathfinding.AILerp.startHasRun | ailerp.html#startHasRun | Holds 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). |
| 205 | Pathfinding.AILerp.steeringTarget | ailerp.html#steeringTarget | Point 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. |
| 206 | Pathfinding.AILerp.switchPathInterpolationSpeed | ailerp.html#switchPathInterpolationSpeed | How quickly to interpolate to the new path. \n\n[more in online documentation] |
| 207 | Pathfinding.AILerp.target | ailerp.html#target | Target 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] |
| 208 | Pathfinding.AILerp.targetCompatibility | ailerp.html#targetCompatibility | Required for serialization backward compatibility. |
| 209 | Pathfinding.AILerp.tr | ailerp.html#tr | Cached Transform component. |
| 210 | Pathfinding.AILerp.updatePosition | ailerp.html#updatePosition | Determines 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] |
| 211 | Pathfinding.AILerp.updateRotation | ailerp.html#updateRotation | Determines 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] |
| 212 | Pathfinding.AILerp.velocity | ailerp.html#velocity | Actual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation] |
| 213 | Pathfinding.AIPath.GizmoColor | aipath.html#GizmoColor | |
| 214 | Pathfinding.AIPath.alwaysDrawGizmos | aipath.html#alwaysDrawGizmos | Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified. |
| 215 | Pathfinding.AIPath.cachedNNConstraint | aipath.html#cachedNNConstraint | |
| 216 | Pathfinding.AIPath.canMove | aipath.html#canMove | Enables 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] |
| 217 | Pathfinding.AIPath.canSearch | aipath.html#canSearch | Enables 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] |
| 218 | Pathfinding.AIPath.constrainInsideGraph | aipath.html#constrainInsideGraph | Ensure 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> |
| 219 | Pathfinding.AIPath.endOfPath | aipath.html#endOfPath | End 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. |
| 220 | Pathfinding.AIPath.gizmoHash | aipath.html#gizmoHash | |
| 221 | Pathfinding.AIPath.hasPath | aipath.html#hasPath | True if this agent currently has a path that it follows. |
| 222 | Pathfinding.AIPath.height | aipath.html#height | Height 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] |
| 223 | Pathfinding.AIPath.interpolator | aipath.html#interpolator | Represents the current steering target for the agent. |
| 224 | Pathfinding.AIPath.interpolatorPath | aipath.html#interpolatorPath | Helper which calculates points along the current path. |
| 225 | Pathfinding.AIPath.lastChangedTime | aipath.html#lastChangedTime | |
| 226 | Pathfinding.AIPath.maxAcceleration | aipath.html#maxAcceleration | How 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. |
| 227 | Pathfinding.AIPath.maxSpeed | aipath.html#maxSpeed | Max speed in world units per second. |
| 228 | Pathfinding.AIPath.movementPlane | aipath.html#movementPlane | The 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. |
| 229 | Pathfinding.AIPath.path | aipath.html#path | Current path which is followed. |
| 230 | Pathfinding.AIPath.pathPending | aipath.html#pathPending | True if a path is currently being calculated. |
| 231 | Pathfinding.AIPath.pickNextWaypointDist | aipath.html#pickNextWaypointDist | How 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] |
| 232 | Pathfinding.AIPath.preventMovingBackwards | aipath.html#preventMovingBackwards | Prevent 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. |
| 233 | Pathfinding.AIPath.radius | aipath.html#radius | Radius 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] |
| 234 | Pathfinding.AIPath.reachedDestination | aipath.html#reachedDestination | True 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] |
| 235 | Pathfinding.AIPath.reachedEndOfPath | aipath.html#reachedEndOfPath | True 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] |
| 236 | Pathfinding.AIPath.remainingDistance | aipath.html#remainingDistance | Approximate 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] |
| 237 | Pathfinding.AIPath.rotationFilterState | aipath.html#rotationFilterState | |
| 238 | Pathfinding.AIPath.rotationFilterState2 | aipath.html#rotationFilterState2 | |
| 239 | Pathfinding.AIPath.rotationSpeed | aipath.html#rotationSpeed | Rotation 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. |
| 240 | Pathfinding.AIPath.slowWhenNotFacingTarget | aipath.html#slowWhenNotFacingTarget | Slow 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. |
| 241 | Pathfinding.AIPath.slowdownDistance | aipath.html#slowdownDistance | Distance from the end of the path where the AI will start to slow down. |
| 242 | Pathfinding.AIPath.steeringTarget | aipath.html#steeringTarget | Point 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. |
| 243 | Pathfinding.AIPathAlignedToSurface.scratchDictionary | aipathalignedtosurface.html#scratchDictionary | Scratch dictionary used to avoid allocations every frame. |
| 244 | Pathfinding.AdvancedSmooth.ConstantTurn.circleCenter | constantturn.html#circleCenter | |
| 245 | Pathfinding.AdvancedSmooth.ConstantTurn.clockwise | constantturn.html#clockwise | |
| 246 | Pathfinding.AdvancedSmooth.ConstantTurn.gamma1 | constantturn.html#gamma1 | |
| 247 | Pathfinding.AdvancedSmooth.ConstantTurn.gamma2 | constantturn.html#gamma2 | |
| 248 | Pathfinding.AdvancedSmooth.MaxTurn.alfaLeftLeft | maxturn.html#alfaLeftLeft | |
| 249 | Pathfinding.AdvancedSmooth.MaxTurn.alfaLeftRight | maxturn.html#alfaLeftRight | |
| 250 | Pathfinding.AdvancedSmooth.MaxTurn.alfaRightLeft | maxturn.html#alfaRightLeft | |
| 251 | Pathfinding.AdvancedSmooth.MaxTurn.alfaRightRight | maxturn.html#alfaRightRight | |
| 252 | Pathfinding.AdvancedSmooth.MaxTurn.betaLeftLeft | maxturn.html#betaLeftLeft | |
| 253 | Pathfinding.AdvancedSmooth.MaxTurn.betaLeftRight | maxturn.html#betaLeftRight | |
| 254 | Pathfinding.AdvancedSmooth.MaxTurn.betaRightLeft | maxturn.html#betaRightLeft | |
| 255 | Pathfinding.AdvancedSmooth.MaxTurn.betaRightRight | maxturn.html#betaRightRight | |
| 256 | Pathfinding.AdvancedSmooth.MaxTurn.deltaLeftRight | maxturn.html#deltaLeftRight | |
| 257 | Pathfinding.AdvancedSmooth.MaxTurn.deltaRightLeft | maxturn.html#deltaRightLeft | |
| 258 | Pathfinding.AdvancedSmooth.MaxTurn.gammaLeft | maxturn.html#gammaLeft | |
| 259 | Pathfinding.AdvancedSmooth.MaxTurn.gammaRight | maxturn.html#gammaRight | |
| 260 | Pathfinding.AdvancedSmooth.MaxTurn.leftCircleCenter | maxturn.html#leftCircleCenter | |
| 261 | Pathfinding.AdvancedSmooth.MaxTurn.preLeftCircleCenter | maxturn.html#preLeftCircleCenter | |
| 262 | Pathfinding.AdvancedSmooth.MaxTurn.preRightCircleCenter | maxturn.html#preRightCircleCenter | |
| 263 | Pathfinding.AdvancedSmooth.MaxTurn.preVaLeft | maxturn.html#preVaLeft | |
| 264 | Pathfinding.AdvancedSmooth.MaxTurn.preVaRight | maxturn.html#preVaRight | |
| 265 | Pathfinding.AdvancedSmooth.MaxTurn.rightCircleCenter | maxturn.html#rightCircleCenter | |
| 266 | Pathfinding.AdvancedSmooth.MaxTurn.vaLeft | maxturn.html#vaLeft | |
| 267 | Pathfinding.AdvancedSmooth.MaxTurn.vaRight | maxturn.html#vaRight | |
| 268 | Pathfinding.AdvancedSmooth.Order | advancedsmooth.html#Order | |
| 269 | Pathfinding.AdvancedSmooth.Turn.constructor | turn.html#constructor | |
| 270 | Pathfinding.AdvancedSmooth.Turn.id | turn.html#id | |
| 271 | Pathfinding.AdvancedSmooth.Turn.length | turn.html#length | |
| 272 | Pathfinding.AdvancedSmooth.Turn.score | turn.html#score | |
| 273 | Pathfinding.AdvancedSmooth.TurnConstructor.ThreeSixtyRadians | turnconstructor.html#ThreeSixtyRadians | |
| 274 | Pathfinding.AdvancedSmooth.TurnConstructor.changedPreviousTangent | turnconstructor.html#changedPreviousTangent | |
| 275 | Pathfinding.AdvancedSmooth.TurnConstructor.constantBias | turnconstructor.html#constantBias | Constant 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) |
| 276 | Pathfinding.AdvancedSmooth.TurnConstructor.current | turnconstructor.html#current | |
| 277 | Pathfinding.AdvancedSmooth.TurnConstructor.factorBias | turnconstructor.html#factorBias | Bias to multiply the path lengths with. \n\nThis can be used to favor certain turn types before others. \n\n[more in online documentation] |
| 278 | Pathfinding.AdvancedSmooth.TurnConstructor.next | turnconstructor.html#next | |
| 279 | Pathfinding.AdvancedSmooth.TurnConstructor.normal | turnconstructor.html#normal | |
| 280 | Pathfinding.AdvancedSmooth.TurnConstructor.prev | turnconstructor.html#prev | |
| 281 | Pathfinding.AdvancedSmooth.TurnConstructor.prevNormal | turnconstructor.html#prevNormal | |
| 282 | Pathfinding.AdvancedSmooth.TurnConstructor.t1 | turnconstructor.html#t1 | |
| 283 | Pathfinding.AdvancedSmooth.TurnConstructor.t2 | turnconstructor.html#t2 | |
| 284 | Pathfinding.AdvancedSmooth.TurnConstructor.turningRadius | turnconstructor.html#turningRadius | |
| 285 | Pathfinding.AdvancedSmooth.turnConstruct1 | advancedsmooth.html#turnConstruct1 | |
| 286 | Pathfinding.AdvancedSmooth.turnConstruct2 | advancedsmooth.html#turnConstruct2 | |
| 287 | Pathfinding.AdvancedSmooth.turningRadius | advancedsmooth.html#turningRadius | |
| 288 | Pathfinding.AlternativePath.Order | alternativepath.html#Order | |
| 289 | Pathfinding.AlternativePath.destroyed | alternativepath.html#destroyed | |
| 290 | Pathfinding.AlternativePath.penalty | alternativepath.html#penalty | How much penalty (weight) to apply to nodes. |
| 291 | Pathfinding.AlternativePath.prevNodes | alternativepath.html#prevNodes | The previous path. |
| 292 | Pathfinding.AlternativePath.prevPenalty | alternativepath.html#prevPenalty | The previous penalty used. \n\nStored just in case it changes during operation |
| 293 | Pathfinding.AlternativePath.randomStep | alternativepath.html#randomStep | Max number of nodes to skip in a row. |
| 294 | Pathfinding.AlternativePath.rnd | alternativepath.html#rnd | A random object. |
| 295 | Pathfinding.AnimationLink.LinkClip.clip | linkclip.html#clip | |
| 296 | Pathfinding.AnimationLink.LinkClip.loopCount | linkclip.html#loopCount | |
| 297 | Pathfinding.AnimationLink.LinkClip.name | linkclip.html#name | |
| 298 | Pathfinding.AnimationLink.LinkClip.velocity | linkclip.html#velocity | |
| 299 | Pathfinding.AnimationLink.animSpeed | animationlink.html#animSpeed | |
| 300 | Pathfinding.AnimationLink.boneRoot | animationlink.html#boneRoot | |
| 301 | Pathfinding.AnimationLink.clip | animationlink.html#clip | |
| 302 | Pathfinding.AnimationLink.referenceMesh | animationlink.html#referenceMesh | |
| 303 | Pathfinding.AnimationLink.reverseAnim | animationlink.html#reverseAnim | |
| 304 | Pathfinding.AnimationLink.sequence | animationlink.html#sequence | |
| 305 | Pathfinding.AstarColor.AreaColors | astarcolor.html#AreaColors | |
| 306 | Pathfinding.AstarColor.BoundsHandles | astarcolor.html#BoundsHandles | |
| 307 | Pathfinding.AstarColor.ConnectionHighLerp | astarcolor.html#ConnectionHighLerp | |
| 308 | Pathfinding.AstarColor.ConnectionLowLerp | astarcolor.html#ConnectionLowLerp | |
| 309 | Pathfinding.AstarColor.MeshEdgeColor | astarcolor.html#MeshEdgeColor | |
| 310 | Pathfinding.AstarColor.SolidColor | astarcolor.html#SolidColor | |
| 311 | Pathfinding.AstarColor.UnwalkableNode | astarcolor.html#UnwalkableNode | |
| 312 | Pathfinding.AstarColor._AreaColors | astarcolor.html#_AreaColors | Holds user set area colors. \n\nUse GetAreaColor to get an area color |
| 313 | Pathfinding.AstarColor._BoundsHandles | astarcolor.html#_BoundsHandles | |
| 314 | Pathfinding.AstarColor._ConnectionHighLerp | astarcolor.html#_ConnectionHighLerp | |
| 315 | Pathfinding.AstarColor._ConnectionLowLerp | astarcolor.html#_ConnectionLowLerp | |
| 316 | Pathfinding.AstarColor._MeshEdgeColor | astarcolor.html#_MeshEdgeColor | |
| 317 | Pathfinding.AstarColor._SolidColor | astarcolor.html#_SolidColor | |
| 318 | Pathfinding.AstarColor._UnwalkableNode | astarcolor.html#_UnwalkableNode | |
| 319 | Pathfinding.AstarData.active | astardata.html#active | The AstarPath component which owns this AstarData. |
| 320 | Pathfinding.AstarData.data | astardata.html#data | Serialized data for all graphs and settings. |
| 321 | Pathfinding.AstarData.dataString | astardata.html#dataString | Serialized 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. |
| 322 | Pathfinding.AstarData.file_cachedStartup | astardata.html#file_cachedStartup | Serialized data for cached startup. \n\nIf set, on start the graphs will be deserialized from this file. |
| 323 | Pathfinding.AstarData.graphStructureLocked | astardata.html#graphStructureLocked | |
| 324 | Pathfinding.AstarData.graphTypes | astardata.html#graphTypes | All supported graph types. \n\nPopulated through reflection search |
| 325 | Pathfinding.AstarData.graphs | astardata.html#graphs | All graphs. \n\nThis will be filled only after deserialization has completed. May contain null entries if graph have been removed. |
| 326 | Pathfinding.AstarData.gridGraph | astardata.html#gridGraph | Shortcut to the first GridGraph. |
| 327 | Pathfinding.AstarData.layerGridGraph | astardata.html#layerGridGraph | Shortcut to the first LayerGridGraph. \n\n [more in online documentation] |
| 328 | Pathfinding.AstarData.linkGraph | astardata.html#linkGraph | Shortcut to the first LinkGraph. |
| 329 | Pathfinding.AstarData.navmesh | astardata.html#navmesh | Shortcut to the first NavMeshGraph. |
| 330 | Pathfinding.AstarData.pointGraph | astardata.html#pointGraph | Shortcut to the first PointGraph. |
| 331 | Pathfinding.AstarData.recastGraph | astardata.html#recastGraph | Shortcut to the first RecastGraph. \n\n [more in online documentation] |
| 332 | Pathfinding.AstarDebugger.GraphPoint.collectEvent | graphpoint.html#collectEvent | |
| 333 | Pathfinding.AstarDebugger.GraphPoint.fps | graphpoint.html#fps | |
| 334 | Pathfinding.AstarDebugger.GraphPoint.memory | graphpoint.html#memory | |
| 335 | Pathfinding.AstarDebugger.PathTypeDebug.getSize | pathtypedebug.html#getSize | |
| 336 | Pathfinding.AstarDebugger.PathTypeDebug.getTotalCreated | pathtypedebug.html#getTotalCreated | |
| 337 | Pathfinding.AstarDebugger.PathTypeDebug.name | pathtypedebug.html#name | |
| 338 | Pathfinding.AstarDebugger.allocMem | astardebugger.html#allocMem | |
| 339 | Pathfinding.AstarDebugger.allocRate | astardebugger.html#allocRate | |
| 340 | Pathfinding.AstarDebugger.boxRect | astardebugger.html#boxRect | |
| 341 | Pathfinding.AstarDebugger.cachedText | astardebugger.html#cachedText | |
| 342 | Pathfinding.AstarDebugger.cam | astardebugger.html#cam | |
| 343 | Pathfinding.AstarDebugger.collectAlloc | astardebugger.html#collectAlloc | |
| 344 | Pathfinding.AstarDebugger.debugTypes | astardebugger.html#debugTypes | |
| 345 | Pathfinding.AstarDebugger.delayedDeltaTime | astardebugger.html#delayedDeltaTime | |
| 346 | Pathfinding.AstarDebugger.delta | astardebugger.html#delta | |
| 347 | Pathfinding.AstarDebugger.font | astardebugger.html#font | Font to use. \n\nA monospaced font is the best |
| 348 | Pathfinding.AstarDebugger.fontSize | astardebugger.html#fontSize | |
| 349 | Pathfinding.AstarDebugger.fpsDropCounterSize | astardebugger.html#fpsDropCounterSize | |
| 350 | Pathfinding.AstarDebugger.fpsDrops | astardebugger.html#fpsDrops | |
| 351 | Pathfinding.AstarDebugger.graph | astardebugger.html#graph | |
| 352 | Pathfinding.AstarDebugger.graphBufferSize | astardebugger.html#graphBufferSize | |
| 353 | Pathfinding.AstarDebugger.graphHeight | astardebugger.html#graphHeight | |
| 354 | Pathfinding.AstarDebugger.graphOffset | astardebugger.html#graphOffset | |
| 355 | Pathfinding.AstarDebugger.graphWidth | astardebugger.html#graphWidth | |
| 356 | Pathfinding.AstarDebugger.lastAllocMemory | astardebugger.html#lastAllocMemory | |
| 357 | Pathfinding.AstarDebugger.lastAllocSet | astardebugger.html#lastAllocSet | |
| 358 | Pathfinding.AstarDebugger.lastCollect | astardebugger.html#lastCollect | |
| 359 | Pathfinding.AstarDebugger.lastCollectNum | astardebugger.html#lastCollectNum | |
| 360 | Pathfinding.AstarDebugger.lastDeltaTime | astardebugger.html#lastDeltaTime | |
| 361 | Pathfinding.AstarDebugger.lastUpdate | astardebugger.html#lastUpdate | |
| 362 | Pathfinding.AstarDebugger.maxNodePool | astardebugger.html#maxNodePool | |
| 363 | Pathfinding.AstarDebugger.maxVecPool | astardebugger.html#maxVecPool | |
| 364 | Pathfinding.AstarDebugger.peakAlloc | astardebugger.html#peakAlloc | |
| 365 | Pathfinding.AstarDebugger.show | astardebugger.html#show | |
| 366 | Pathfinding.AstarDebugger.showFPS | astardebugger.html#showFPS | |
| 367 | Pathfinding.AstarDebugger.showGraph | astardebugger.html#showGraph | |
| 368 | Pathfinding.AstarDebugger.showInEditor | astardebugger.html#showInEditor | |
| 369 | Pathfinding.AstarDebugger.showMemProfile | astardebugger.html#showMemProfile | |
| 370 | Pathfinding.AstarDebugger.showPathProfile | astardebugger.html#showPathProfile | |
| 371 | Pathfinding.AstarDebugger.style | astardebugger.html#style | |
| 372 | Pathfinding.AstarDebugger.text | astardebugger.html#text | |
| 373 | Pathfinding.AstarDebugger.yOffset | astardebugger.html#yOffset | |
| 374 | Pathfinding.AstarMath.GlobalRandom | astarmath.html#GlobalRandom | |
| 375 | Pathfinding.AstarMath.GlobalRandomLock | astarmath.html#GlobalRandomLock | |
| 376 | Pathfinding.AstarPathEditor.aboutArea | astarpatheditor.html#aboutArea | |
| 377 | Pathfinding.AstarPathEditor.addGraphsArea | astarpatheditor.html#addGraphsArea | |
| 378 | Pathfinding.AstarPathEditor.alwaysVisibleArea | astarpatheditor.html#alwaysVisibleArea | |
| 379 | Pathfinding.AstarPathEditor.astarSkin | astarpatheditor.html#astarSkin | |
| 380 | Pathfinding.AstarPathEditor.colorSettingsArea | astarpatheditor.html#colorSettingsArea | |
| 381 | Pathfinding.AstarPathEditor.customAreaColorsOpen | astarpatheditor.html#customAreaColorsOpen | |
| 382 | Pathfinding.AstarPathEditor.defines | astarpatheditor.html#defines | Holds defines found in script files, used for optimizations. \n\n [more in online documentation] |
| 383 | Pathfinding.AstarPathEditor.editTags | astarpatheditor.html#editTags | |
| 384 | Pathfinding.AstarPathEditor.editorSettingsArea | astarpatheditor.html#editorSettingsArea | |
| 385 | Pathfinding.AstarPathEditor.graphDeleteButtonStyle | astarpatheditor.html#graphDeleteButtonStyle | |
| 386 | Pathfinding.AstarPathEditor.graphEditNameButtonStyle | astarpatheditor.html#graphEditNameButtonStyle | |
| 387 | Pathfinding.AstarPathEditor.graphEditorTypes | astarpatheditor.html#graphEditorTypes | List of all graph editors available (e.g GridGraphEditor) |
| 388 | Pathfinding.AstarPathEditor.graphEditors | astarpatheditor.html#graphEditors | List of all graph editors for the graphs. |
| 389 | Pathfinding.AstarPathEditor.graphGizmoButtonStyle | astarpatheditor.html#graphGizmoButtonStyle | |
| 390 | Pathfinding.AstarPathEditor.graphInfoButtonStyle | astarpatheditor.html#graphInfoButtonStyle | |
| 391 | Pathfinding.AstarPathEditor.graphNameFocused | astarpatheditor.html#graphNameFocused | Graph editor which has its 'name' field focused. |
| 392 | Pathfinding.AstarPathEditor.graphNodeCounts | astarpatheditor.html#graphNodeCounts | Holds node counts for each graph to avoid calculating it every frame. \n\nOnly used for visualization purposes |
| 393 | Pathfinding.AstarPathEditor.graphTypes | astarpatheditor.html#graphTypes | |
| 394 | Pathfinding.AstarPathEditor.graphsArea | astarpatheditor.html#graphsArea | |
| 395 | Pathfinding.AstarPathEditor.helpBox | astarpatheditor.html#helpBox | |
| 396 | Pathfinding.AstarPathEditor.heuristicOptimizationOptions | astarpatheditor.html#heuristicOptimizationOptions | |
| 397 | Pathfinding.AstarPathEditor.ignoredChecksum | astarpatheditor.html#ignoredChecksum | Used to make sure correct behaviour when handling undos. |
| 398 | Pathfinding.AstarPathEditor.isPrefab | astarpatheditor.html#isPrefab | |
| 399 | Pathfinding.AstarPathEditor.lastUndoGroup | astarpatheditor.html#lastUndoGroup | |
| 400 | Pathfinding.AstarPathEditor.level0AreaStyle | astarpatheditor.html#level0AreaStyle | |
| 401 | Pathfinding.AstarPathEditor.level0LabelStyle | astarpatheditor.html#level0LabelStyle | |
| 402 | Pathfinding.AstarPathEditor.level1AreaStyle | astarpatheditor.html#level1AreaStyle | |
| 403 | Pathfinding.AstarPathEditor.level1LabelStyle | astarpatheditor.html#level1LabelStyle | |
| 404 | Pathfinding.AstarPathEditor.optimizationSettingsArea | astarpatheditor.html#optimizationSettingsArea | |
| 405 | Pathfinding.AstarPathEditor.script | astarpatheditor.html#script | AstarPath instance that is being inspected. |
| 406 | Pathfinding.AstarPathEditor.scriptsFolder | astarpatheditor.html#scriptsFolder | |
| 407 | Pathfinding.AstarPathEditor.serializationSettingsArea | astarpatheditor.html#serializationSettingsArea | |
| 408 | Pathfinding.AstarPathEditor.settingsArea | astarpatheditor.html#settingsArea | |
| 409 | Pathfinding.AstarPathEditor.showSettings | astarpatheditor.html#showSettings | |
| 410 | Pathfinding.AstarPathEditor.stylesLoaded | astarpatheditor.html#stylesLoaded | |
| 411 | Pathfinding.AstarPathEditor.tagsArea | astarpatheditor.html#tagsArea | |
| 412 | Pathfinding.AstarPathEditor.thinHelpBox | astarpatheditor.html#thinHelpBox | |
| 413 | Pathfinding.AstarUpdateChecker._lastUpdateCheck | astarupdatechecker.html#_lastUpdateCheck | |
| 414 | Pathfinding.AstarUpdateChecker._lastUpdateCheckRead | astarupdatechecker.html#_lastUpdateCheckRead | |
| 415 | Pathfinding.AstarUpdateChecker._latestBetaVersion | astarupdatechecker.html#_latestBetaVersion | |
| 416 | Pathfinding.AstarUpdateChecker._latestVersion | astarupdatechecker.html#_latestVersion | |
| 417 | Pathfinding.AstarUpdateChecker._latestVersionDescription | astarupdatechecker.html#_latestVersionDescription | Description of the latest update of the A* Pathfinding Project. |
| 418 | Pathfinding.AstarUpdateChecker.astarServerData | astarupdatechecker.html#astarServerData | Holds 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. |
| 419 | Pathfinding.AstarUpdateChecker.hasParsedServerMessage | astarupdatechecker.html#hasParsedServerMessage | |
| 420 | Pathfinding.AstarUpdateChecker.lastUpdateCheck | astarupdatechecker.html#lastUpdateCheck | Last time an update check was made. |
| 421 | Pathfinding.AstarUpdateChecker.latestBetaVersion | astarupdatechecker.html#latestBetaVersion | Latest beta version of the A* Pathfinding Project. |
| 422 | Pathfinding.AstarUpdateChecker.latestVersion | astarupdatechecker.html#latestVersion | Latest version of the A* Pathfinding Project. |
| 423 | Pathfinding.AstarUpdateChecker.latestVersionDescription | astarupdatechecker.html#latestVersionDescription | Summary of the latest update. |
| 424 | Pathfinding.AstarUpdateChecker.updateCheckDownload | astarupdatechecker.html#updateCheckDownload | Used for downloading new version information. |
| 425 | Pathfinding.AstarUpdateChecker.updateCheckRate | astarupdatechecker.html#updateCheckRate | Number of days between update checks. |
| 426 | Pathfinding.AstarUpdateChecker.updateURL | astarupdatechecker.html#updateURL | URL to the version file containing the latest version number. |
| 427 | Pathfinding.AstarUpdateWindow.largeStyle | astarupdatewindow.html#largeStyle | |
| 428 | Pathfinding.AstarUpdateWindow.normalStyle | astarupdatewindow.html#normalStyle | |
| 429 | Pathfinding.AstarUpdateWindow.setReminder | astarupdatewindow.html#setReminder | |
| 430 | Pathfinding.AstarUpdateWindow.summary | astarupdatewindow.html#summary | |
| 431 | Pathfinding.AstarUpdateWindow.version | astarupdatewindow.html#version | |
| 432 | Pathfinding.AstarWorkItem.init | astarworkitem.html#init | Init function. \n\nMay be null if no initialization is needed. Will be called once, right before the first call to update or updateWithContext. |
| 433 | Pathfinding.AstarWorkItem.initWithContext | astarworkitem.html#initWithContext | Init 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. |
| 434 | Pathfinding.AstarWorkItem.update | astarworkitem.html#update | Update 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] |
| 435 | Pathfinding.AstarWorkItem.updateWithContext | astarworkitem.html#updateWithContext | Update 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. |
| 436 | Pathfinding.AutoRepathPolicy.Mode | autorepathpolicy2.html#Mode | Policy mode for how often to recalculate an agent's path. |
| 437 | Pathfinding.AutoRepathPolicy.lastDestination | autorepathpolicy2.html#lastDestination | |
| 438 | Pathfinding.AutoRepathPolicy.lastRepathTime | autorepathpolicy2.html#lastRepathTime | |
| 439 | Pathfinding.AutoRepathPolicy.maximumPeriod | autorepathpolicy2.html#maximumPeriod | Maximum number of seconds between each automatic path recalculation for Mode.Dynamic. |
| 440 | Pathfinding.AutoRepathPolicy.mode | autorepathpolicy2.html#mode | Policy to use when recalculating paths. \n\n[more in online documentation] |
| 441 | Pathfinding.AutoRepathPolicy.period | autorepathpolicy2.html#period | Number of seconds between each automatic path recalculation for Mode.EveryNSeconds. |
| 442 | Pathfinding.AutoRepathPolicy.sensitivity | autorepathpolicy2.html#sensitivity | How 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] |
| 443 | Pathfinding.AutoRepathPolicy.visualizeSensitivity | autorepathpolicy2.html#visualizeSensitivity | If true the sensitivity will be visualized as a circle in the scene view when the game is playing. |
| 444 | Pathfinding.BaseAIEditor.debug | baseaieditor.html#debug | |
| 445 | Pathfinding.BaseAIEditor.lastSeenCustomGravity | baseaieditor.html#lastSeenCustomGravity | |
| 446 | Pathfinding.BinaryHeap.D | binaryheap.html#D | Number 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] |
| 447 | Pathfinding.BinaryHeap.GrowthFactor | binaryheap.html#GrowthFactor | The tree will grow by at least this factor every time it is expanded. |
| 448 | Pathfinding.BinaryHeap.HeapNode.F | heapnode.html#F | |
| 449 | Pathfinding.BinaryHeap.HeapNode.G | heapnode.html#G | |
| 450 | Pathfinding.BinaryHeap.HeapNode.pathNodeIndex | heapnode.html#pathNodeIndex | |
| 451 | Pathfinding.BinaryHeap.HeapNode.sortKey | heapnode.html#sortKey | Bitpacked F and G scores. |
| 452 | Pathfinding.BinaryHeap.NotInHeap | binaryheap.html#NotInHeap | |
| 453 | Pathfinding.BinaryHeap.SortGScores | binaryheap.html#SortGScores | Sort 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). |
| 454 | Pathfinding.BinaryHeap.heap | binaryheap.html#heap | Internal backing array for the heap. |
| 455 | Pathfinding.BinaryHeap.isEmpty | binaryheap.html#isEmpty | True if the heap does not contain any elements. |
| 456 | Pathfinding.BinaryHeap.numberOfItems | binaryheap.html#numberOfItems | Number of items in the tree. |
| 457 | Pathfinding.BlockManager.BlockMode | blockmanager.html#BlockMode | |
| 458 | Pathfinding.BlockManager.TraversalProvider.blockManager | traversalprovider.html#blockManager | Holds information about which nodes are occupied. |
| 459 | Pathfinding.BlockManager.TraversalProvider.filterDiagonalGridConnections | traversalprovider.html#filterDiagonalGridConnections | |
| 460 | Pathfinding.BlockManager.TraversalProvider.mode | traversalprovider.html#mode | Affects which nodes are considered blocked. |
| 461 | Pathfinding.BlockManager.TraversalProvider.selector | traversalprovider.html#selector | Blockers 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] |
| 462 | Pathfinding.BlockManager.blocked | blockmanager.html#blocked | Contains info on which SingleNodeBlocker objects have blocked a particular node. |
| 463 | Pathfinding.BlockableChannel.Receiver.channel | receiver.html#channel | |
| 464 | Pathfinding.BlockableChannel.allReceiversBlocked | blockablechannel.html#allReceiversBlocked | True if blocking and all receivers are waiting for unblocking. |
| 465 | Pathfinding.BlockableChannel.blocked | blockablechannel.html#blocked | |
| 466 | Pathfinding.BlockableChannel.isBlocked | blockablechannel.html#isBlocked | If true, all calls to Receive will block until this property is set to false. |
| 467 | Pathfinding.BlockableChannel.isClosed | blockablechannel.html#isClosed | True if Close has been called. |
| 468 | Pathfinding.BlockableChannel.isEmpty | blockablechannel.html#isEmpty | True if the queue is empty. |
| 469 | Pathfinding.BlockableChannel.isStarving | blockablechannel.html#isStarving | |
| 470 | Pathfinding.BlockableChannel.lockObj | blockablechannel.html#lockObj | |
| 471 | Pathfinding.BlockableChannel.numReceivers | blockablechannel.html#numReceivers | |
| 472 | Pathfinding.BlockableChannel.queue | blockablechannel.html#queue | |
| 473 | Pathfinding.BlockableChannel.starving | blockablechannel.html#starving | |
| 474 | Pathfinding.BlockableChannel.waitingReceivers | blockablechannel.html#waitingReceivers | |
| 475 | Pathfinding.CloseToDestinationMode | pathfinding.html#CloseToDestinationMode | What to do when the character is close to the destination. |
| 476 | Pathfinding.Connection.IdenticalEdge | connection.html#IdenticalEdge | |
| 477 | Pathfinding.Connection.IncomingConnection | connection.html#IncomingConnection | |
| 478 | Pathfinding.Connection.NoSharedEdge | connection.html#NoSharedEdge | |
| 479 | Pathfinding.Connection.OutgoingConnection | connection.html#OutgoingConnection | |
| 480 | Pathfinding.Connection.adjacentShapeEdge | connection.html#adjacentShapeEdge | The edge of the shape in the other node, which this connection represents. \n\n[more in online documentation] |
| 481 | Pathfinding.Connection.cost | connection.html#cost | Cost of moving along this connection. \n\nA cost of 1000 corresponds approximately to the cost of moving one world unit. |
| 482 | Pathfinding.Connection.edgesAreIdentical | connection.html#edgesAreIdentical | True 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. |
| 483 | Pathfinding.Connection.isEdgeShared | connection.html#isEdgeShared | True 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. |
| 484 | Pathfinding.Connection.isIncoming | connection.html#isIncoming | True 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. |
| 485 | Pathfinding.Connection.isOutgoing | connection.html#isOutgoing | True 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. |
| 486 | Pathfinding.Connection.node | connection.html#node | Node which this connection goes to. |
| 487 | Pathfinding.Connection.shapeEdge | connection.html#shapeEdge | The 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] |
| 488 | Pathfinding.Connection.shapeEdgeInfo | connection.html#shapeEdgeInfo | Various 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] |
| 489 | Pathfinding.ConstantPath.allNodes | constantpath.html#allNodes | Contains all nodes the path found. \n\nThis list will be sorted by G score (cost/distance to reach the node). |
| 490 | Pathfinding.ConstantPath.endingCondition | constantpath.html#endingCondition | Determines 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] |
| 491 | Pathfinding.ConstantPath.originalStartPoint | constantpath.html#originalStartPoint | |
| 492 | Pathfinding.ConstantPath.startNode | constantpath.html#startNode | |
| 493 | Pathfinding.ConstantPath.startPoint | constantpath.html#startPoint | |
| 494 | Pathfinding.CustomGraphEditorAttribute.displayName | customgrapheditorattribute.html#displayName | Name displayed in the inpector. |
| 495 | Pathfinding.CustomGraphEditorAttribute.editorType | customgrapheditorattribute.html#editorType | Type of the editor for the graph. |
| 496 | Pathfinding.CustomGraphEditorAttribute.graphType | customgrapheditorattribute.html#graphType | Graph type which this is an editor for. |
| 497 | Pathfinding.DistanceMetric.Euclidean | distancemetric.html#Euclidean | Returns 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] |
| 498 | Pathfinding.DistanceMetric.distanceScaleAlongProjectionDirection | distancemetric.html#distanceScaleAlongProjectionDirection | Distance scaling along the projectionAxis. \n\n[more in online documentation] |
| 499 | Pathfinding.DistanceMetric.isProjectedDistance | distancemetric.html#isProjectedDistance | True when using the ClosestAsSeenFromAbove or ClosestAsSeenFromAboveSoft modes. |
| 500 | Pathfinding.DistanceMetric.projectionAxis | distancemetric.html#projectionAxis | Normal 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] |
| 501 | Pathfinding.DynamicGridObstacle.bounds | dynamicgridobstacle.html#bounds | |
| 502 | Pathfinding.DynamicGridObstacle.checkTime | dynamicgridobstacle.html#checkTime | Time 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). |
| 503 | Pathfinding.DynamicGridObstacle.coll | dynamicgridobstacle.html#coll | Collider to get bounds information from. |
| 504 | Pathfinding.DynamicGridObstacle.coll2D | dynamicgridobstacle.html#coll2D | 2D Collider to get bounds information from |
| 505 | Pathfinding.DynamicGridObstacle.colliderEnabled | dynamicgridobstacle.html#colliderEnabled | |
| 506 | Pathfinding.DynamicGridObstacle.lastCheckTime | dynamicgridobstacle.html#lastCheckTime | |
| 507 | Pathfinding.DynamicGridObstacle.pendingGraphUpdates | dynamicgridobstacle.html#pendingGraphUpdates | |
| 508 | Pathfinding.DynamicGridObstacle.prevBounds | dynamicgridobstacle.html#prevBounds | Bounds of the collider the last time the graphs were updated. |
| 509 | Pathfinding.DynamicGridObstacle.prevEnabled | dynamicgridobstacle.html#prevEnabled | True if the collider was enabled last time the graphs were updated. |
| 510 | Pathfinding.DynamicGridObstacle.prevRotation | dynamicgridobstacle.html#prevRotation | Rotation of the collider the last time the graphs were updated. |
| 511 | Pathfinding.DynamicGridObstacle.tr | dynamicgridobstacle.html#tr | Cached transform component. |
| 512 | Pathfinding.DynamicGridObstacle.updateError | dynamicgridobstacle.html#updateError | The minimum change in world units along one of the axis of the bounding box of the collider to trigger a graph update. |
| 513 | Pathfinding.ECS.AIMoveSystem.MarkerMovementOverride | aimovesystem.html#MarkerMovementOverride | |
| 514 | Pathfinding.ECS.AIMoveSystem.MovementStateTypeHandleRO | aimovesystem.html#MovementStateTypeHandleRO | |
| 515 | Pathfinding.ECS.AIMoveSystem.ResolvedMovementHandleRO | aimovesystem.html#ResolvedMovementHandleRO | |
| 516 | Pathfinding.ECS.AIMoveSystem.entityQueryGizmos | aimovesystem.html#entityQueryGizmos | |
| 517 | Pathfinding.ECS.AIMoveSystem.entityQueryMove | aimovesystem.html#entityQueryMove | |
| 518 | Pathfinding.ECS.AIMoveSystem.entityQueryMovementOverride | aimovesystem.html#entityQueryMovementOverride | |
| 519 | Pathfinding.ECS.AIMoveSystem.entityQueryPrepareMovement | aimovesystem.html#entityQueryPrepareMovement | |
| 520 | Pathfinding.ECS.AIMoveSystem.entityQueryRotation | aimovesystem.html#entityQueryRotation | |
| 521 | Pathfinding.ECS.AIMoveSystem.entityQueryWithGravity | aimovesystem.html#entityQueryWithGravity | |
| 522 | Pathfinding.ECS.AIMoveSystem.jobRepairPathScheduler | aimovesystem.html#jobRepairPathScheduler | |
| 523 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.CheapSimulationOnly | timescaledratemanager.html#CheapSimulationOnly | True 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. |
| 524 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.CheapStepDeltaTime | timescaledratemanager.html#CheapStepDeltaTime | |
| 525 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.IsLastSubstep | timescaledratemanager.html#IsLastSubstep | True when this is the last substep of the current simulation. |
| 526 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.Timestep | timescaledratemanager.html#Timestep | |
| 527 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapSimulationOnly | timescaledratemanager.html#cheapSimulationOnly | |
| 528 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapTimeData | timescaledratemanager.html#cheapTimeData | |
| 529 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapTimeDataQueue | timescaledratemanager.html#cheapTimeDataQueue | |
| 530 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.inGroup | timescaledratemanager.html#inGroup | |
| 531 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.isLastSubstep | timescaledratemanager.html#isLastSubstep | |
| 532 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.lastCheapSimulation | timescaledratemanager.html#lastCheapSimulation | |
| 533 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.lastFullSimulation | timescaledratemanager.html#lastFullSimulation | |
| 534 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.maximumDt | timescaledratemanager.html#maximumDt | |
| 535 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.numUpdatesThisFrame | timescaledratemanager.html#numUpdatesThisFrame | |
| 536 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.stepDt | timescaledratemanager.html#stepDt | |
| 537 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.timeDataQueue | timescaledratemanager.html#timeDataQueue | |
| 538 | Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.updateIndex | timescaledratemanager.html#updateIndex | |
| 539 | Pathfinding.ECS.AgentCylinderShape.height | agentcylindershape.html#height | Height of the agent in world units. |
| 540 | Pathfinding.ECS.AgentCylinderShape.radius | agentcylindershape.html#radius | Radius of the agent in world units. |
| 541 | Pathfinding.ECS.AgentMovementPlaneSource.value | agentmovementplanesource.html#value | |
| 542 | Pathfinding.ECS.AgentOffMeshLinkTraversal.firstPosition | agentoffmeshlinktraversal.html#firstPosition | The 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] |
| 543 | Pathfinding.ECS.AgentOffMeshLinkTraversal.isReverse | agentoffmeshlinktraversal.html#isReverse | True if the agent is traversing the off-mesh link from original link's end to its start point. \n\n[more in online documentation] |
| 544 | Pathfinding.ECS.AgentOffMeshLinkTraversal.relativeEnd | agentoffmeshlinktraversal.html#relativeEnd | The 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. |
| 545 | Pathfinding.ECS.AgentOffMeshLinkTraversal.relativeStart | agentoffmeshlinktraversal.html#relativeStart | The 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. |
| 546 | Pathfinding.ECS.AgentOffMeshLinkTraversal.secondPosition | agentoffmeshlinktraversal.html#secondPosition | The 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] |
| 547 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.backupRotationSmoothing | agentoffmeshlinktraversalcontext.html#backupRotationSmoothing | |
| 548 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.concreteLink | agentoffmeshlinktraversalcontext.html#concreteLink | The off-mesh link that is being traversed. \n\n[more in online documentation] |
| 549 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.deltaTime | agentoffmeshlinktraversalcontext.html#deltaTime | Delta 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. |
| 550 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.disabledRVO | agentoffmeshlinktraversalcontext.html#disabledRVO | |
| 551 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.entity | agentoffmeshlinktraversalcontext.html#entity | The entity that is traversing the off-mesh link. |
| 552 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.gameObject | agentoffmeshlinktraversalcontext.html#gameObject | GameObject 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] |
| 553 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.gameObjectCache | agentoffmeshlinktraversalcontext.html#gameObjectCache | |
| 554 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.link | agentoffmeshlinktraversalcontext.html#link | Information about the off-mesh link that the agent is traversing. |
| 555 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkInfo | agentoffmeshlinktraversalcontext.html#linkInfo | Information about the off-mesh link that the agent is traversing. \n\n[more in online documentation] |
| 556 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkInfoPtr | agentoffmeshlinktraversalcontext.html#linkInfoPtr | |
| 557 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.managedState | agentoffmeshlinktraversalcontext.html#managedState | Some internal state of the agent. |
| 558 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementControl | agentoffmeshlinktraversalcontext.html#movementControl | How the agent should move. \n\nThe agent will move according to this data, every frame. |
| 559 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementControlPtr | agentoffmeshlinktraversalcontext.html#movementControlPtr | |
| 560 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementPlane | agentoffmeshlinktraversalcontext.html#movementPlane | The 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. |
| 561 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementPlanePtr | agentoffmeshlinktraversalcontext.html#movementPlanePtr | |
| 562 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementSettings | agentoffmeshlinktraversalcontext.html#movementSettings | The movement settings for the agent. |
| 563 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementSettingsPtr | agentoffmeshlinktraversalcontext.html#movementSettingsPtr | |
| 564 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.transform | agentoffmeshlinktraversalcontext.html#transform | ECS LocalTransform component attached to the agent. |
| 565 | Pathfinding.ECS.AgentOffMeshLinkTraversalContext.transformPtr | agentoffmeshlinktraversalcontext.html#transformPtr | |
| 566 | Pathfinding.ECS.AutoRepathPolicy.Default | autorepathpolicy.html#Default | |
| 567 | Pathfinding.ECS.AutoRepathPolicy.Sensitivity | autorepathpolicy.html#Sensitivity | How 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] |
| 568 | Pathfinding.ECS.AutoRepathPolicy.lastDestination | autorepathpolicy.html#lastDestination | |
| 569 | Pathfinding.ECS.AutoRepathPolicy.lastRepathTime | autorepathpolicy.html#lastRepathTime | |
| 570 | Pathfinding.ECS.AutoRepathPolicy.mode | autorepathpolicy.html#mode | Policy to use when recalculating paths. \n\n[more in online documentation] |
| 571 | Pathfinding.ECS.AutoRepathPolicy.period | autorepathpolicy.html#period | Number of seconds between each automatic path recalculation for Mode.EveryNSeconds, and the maximum interval for Mode.Dynamic. |
| 572 | Pathfinding.ECS.ComponentRef.ptr | componentref.html#ptr | |
| 573 | Pathfinding.ECS.ComponentRef.value | componentref.html#value | |
| 574 | Pathfinding.ECS.DestinationPoint.destination | destinationpoint.html#destination | The 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] |
| 575 | Pathfinding.ECS.DestinationPoint.facingDirection | destinationpoint.html#facingDirection | The 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. |
| 576 | Pathfinding.ECS.EntityAccess.handle | entityaccess.html#handle | |
| 577 | Pathfinding.ECS.EntityAccess.lastSystemVersion | entityaccess.html#lastSystemVersion | |
| 578 | Pathfinding.ECS.EntityAccess.readOnly | entityaccess.html#readOnly | |
| 579 | Pathfinding.ECS.EntityAccess.this[EntityStorageInfo storage] | entityaccess.html#thisEntityStorageInfostorage | |
| 580 | Pathfinding.ECS.EntityAccess.worldSequenceNumber | entityaccess.html#worldSequenceNumber | |
| 581 | Pathfinding.ECS.EntityAccessHelper.GlobalSystemVersionOffset | entityaccesshelper.html#GlobalSystemVersionOffset | |
| 582 | Pathfinding.ECS.EntityStorageCache.entity | entitystoragecache.html#entity | |
| 583 | Pathfinding.ECS.EntityStorageCache.lastWorldHash | entitystoragecache.html#lastWorldHash | |
| 584 | Pathfinding.ECS.EntityStorageCache.storage | entitystoragecache.html#storage | |
| 585 | Pathfinding.ECS.FallbackResolveMovementSystem.entityQuery | fallbackresolvemovementsystem.html#entityQuery | |
| 586 | Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.index | jobrecalculatepaths.html#index | |
| 587 | Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.shouldRecalculatePath | jobrecalculatepaths.html#shouldRecalculatePath | |
| 588 | Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.time | jobrecalculatepaths.html#time | |
| 589 | Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.index | jobshouldrecalculatepaths.html#index | |
| 590 | Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.shouldRecalculatePath | jobshouldrecalculatepaths.html#shouldRecalculatePath | |
| 591 | Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.time | jobshouldrecalculatepaths.html#time | |
| 592 | Pathfinding.ECS.FollowerControlSystem.MarkerMovementOverrideAfterControl | followercontrolsystem.html#MarkerMovementOverrideAfterControl | |
| 593 | Pathfinding.ECS.FollowerControlSystem.MarkerMovementOverrideBeforeControl | followercontrolsystem.html#MarkerMovementOverrideBeforeControl | |
| 594 | Pathfinding.ECS.FollowerControlSystem.entityQueryControl | followercontrolsystem.html#entityQueryControl | |
| 595 | Pathfinding.ECS.FollowerControlSystem.entityQueryControlManaged | followercontrolsystem.html#entityQueryControlManaged | |
| 596 | Pathfinding.ECS.FollowerControlSystem.entityQueryControlManaged2 | followercontrolsystem.html#entityQueryControlManaged2 | |
| 597 | Pathfinding.ECS.FollowerControlSystem.entityQueryOffMeshLink | followercontrolsystem.html#entityQueryOffMeshLink | |
| 598 | Pathfinding.ECS.FollowerControlSystem.entityQueryOffMeshLinkCleanup | followercontrolsystem.html#entityQueryOffMeshLinkCleanup | |
| 599 | Pathfinding.ECS.FollowerControlSystem.entityQueryPrepare | followercontrolsystem.html#entityQueryPrepare | |
| 600 | Pathfinding.ECS.FollowerControlSystem.jobRepairPathScheduler | followercontrolsystem.html#jobRepairPathScheduler | |
| 601 | Pathfinding.ECS.FollowerControlSystem.redrawScope | followercontrolsystem.html#redrawScope | |
| 602 | Pathfinding.ECS.GravityState.verticalVelocity | gravitystate.html#verticalVelocity | Current 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. |
| 603 | Pathfinding.ECS.JobAlignAgentWithMovementDirection.dt | jobalignagentwithmovementdirection.html#dt | |
| 604 | Pathfinding.ECS.JobApplyGravity.draw | jobapplygravity.html#draw | |
| 605 | Pathfinding.ECS.JobApplyGravity.dt | jobapplygravity.html#dt | |
| 606 | Pathfinding.ECS.JobApplyGravity.raycastCommands | jobapplygravity.html#raycastCommands | |
| 607 | Pathfinding.ECS.JobApplyGravity.raycastHits | jobapplygravity.html#raycastHits | |
| 608 | Pathfinding.ECS.JobControl.MarkerConvertObstacles | jobcontrol.html#MarkerConvertObstacles | |
| 609 | Pathfinding.ECS.JobControl.draw | jobcontrol.html#draw | |
| 610 | Pathfinding.ECS.JobControl.dt | jobcontrol.html#dt | |
| 611 | Pathfinding.ECS.JobControl.edgesScratch | jobcontrol.html#edgesScratch | |
| 612 | Pathfinding.ECS.JobControl.navmeshEdgeData | jobcontrol.html#navmeshEdgeData | |
| 613 | Pathfinding.ECS.JobDrawFollowerGizmos.AgentCylinderShapeHandleRO | jobdrawfollowergizmos.html#AgentCylinderShapeHandleRO | |
| 614 | Pathfinding.ECS.JobDrawFollowerGizmos.AgentMovementPlaneHandleRO | jobdrawfollowergizmos.html#AgentMovementPlaneHandleRO | |
| 615 | Pathfinding.ECS.JobDrawFollowerGizmos.LocalTransformTypeHandleRO | jobdrawfollowergizmos.html#LocalTransformTypeHandleRO | |
| 616 | Pathfinding.ECS.JobDrawFollowerGizmos.ManagedStateHandleRW | jobdrawfollowergizmos.html#ManagedStateHandleRW | |
| 617 | Pathfinding.ECS.JobDrawFollowerGizmos.MovementSettingsHandleRO | jobdrawfollowergizmos.html#MovementSettingsHandleRO | |
| 618 | Pathfinding.ECS.JobDrawFollowerGizmos.MovementStateHandleRO | jobdrawfollowergizmos.html#MovementStateHandleRO | |
| 619 | Pathfinding.ECS.JobDrawFollowerGizmos.ResolvedMovementHandleRO | jobdrawfollowergizmos.html#ResolvedMovementHandleRO | |
| 620 | Pathfinding.ECS.JobDrawFollowerGizmos.draw | jobdrawfollowergizmos.html#draw | |
| 621 | Pathfinding.ECS.JobDrawFollowerGizmos.entityManagerHandle | jobdrawfollowergizmos.html#entityManagerHandle | |
| 622 | Pathfinding.ECS.JobDrawFollowerGizmos.scratchBuffer1 | jobdrawfollowergizmos.html#scratchBuffer1 | |
| 623 | Pathfinding.ECS.JobDrawFollowerGizmos.scratchBuffer2 | jobdrawfollowergizmos.html#scratchBuffer2 | |
| 624 | Pathfinding.ECS.JobManagedMovementOverrideAfterControl.dt | jobmanagedmovementoverrideaftercontrol.html#dt | |
| 625 | Pathfinding.ECS.JobManagedMovementOverrideBeforeControl.dt | jobmanagedmovementoverridebeforecontrol.html#dt | |
| 626 | Pathfinding.ECS.JobManagedMovementOverrideBeforeMovement.dt | jobmanagedmovementoverridebeforemovement.html#dt | |
| 627 | Pathfinding.ECS.JobManagedOffMeshLinkTransition.commandBuffer | jobmanagedoffmeshlinktransition.html#commandBuffer | |
| 628 | Pathfinding.ECS.JobManagedOffMeshLinkTransition.deltaTime | jobmanagedoffmeshlinktransition.html#deltaTime | |
| 629 | Pathfinding.ECS.JobMoveAgent.dt | jobmoveagent.html#dt | |
| 630 | Pathfinding.ECS.JobPrepareAgentRaycasts.draw | jobprepareagentraycasts.html#draw | |
| 631 | Pathfinding.ECS.JobPrepareAgentRaycasts.dt | jobprepareagentraycasts.html#dt | |
| 632 | Pathfinding.ECS.JobPrepareAgentRaycasts.gravity | jobprepareagentraycasts.html#gravity | |
| 633 | Pathfinding.ECS.JobPrepareAgentRaycasts.raycastCommands | jobprepareagentraycasts.html#raycastCommands | |
| 634 | Pathfinding.ECS.JobPrepareAgentRaycasts.raycastQueryParameters | jobprepareagentraycasts.html#raycastQueryParameters | |
| 635 | Pathfinding.ECS.JobRepairPath.MarkerGetNextCorners | jobrepairpath.html#MarkerGetNextCorners | |
| 636 | Pathfinding.ECS.JobRepairPath.MarkerRepair | jobrepairpath.html#MarkerRepair | |
| 637 | Pathfinding.ECS.JobRepairPath.MarkerUpdateReachedEndInfo | jobrepairpath.html#MarkerUpdateReachedEndInfo | |
| 638 | Pathfinding.ECS.JobRepairPath.Scheduler.AgentCylinderShapeTypeHandleRO | scheduler.html#AgentCylinderShapeTypeHandleRO | |
| 639 | Pathfinding.ECS.JobRepairPath.Scheduler.AgentMovementPlaneTypeHandleRO | scheduler.html#AgentMovementPlaneTypeHandleRO | |
| 640 | Pathfinding.ECS.JobRepairPath.Scheduler.DestinationPointTypeHandleRO | scheduler.html#DestinationPointTypeHandleRO | |
| 641 | Pathfinding.ECS.JobRepairPath.Scheduler.LocalTransformTypeHandleRO | scheduler.html#LocalTransformTypeHandleRO | |
| 642 | Pathfinding.ECS.JobRepairPath.Scheduler.ManagedStateTypeHandleRW | scheduler.html#ManagedStateTypeHandleRW | |
| 643 | Pathfinding.ECS.JobRepairPath.Scheduler.MovementSettingsTypeHandleRO | scheduler.html#MovementSettingsTypeHandleRO | |
| 644 | Pathfinding.ECS.JobRepairPath.Scheduler.MovementStateTypeHandleRW | scheduler.html#MovementStateTypeHandleRW | |
| 645 | Pathfinding.ECS.JobRepairPath.Scheduler.ReadyToTraverseOffMeshLinkTypeHandleRW | scheduler.html#ReadyToTraverseOffMeshLinkTypeHandleRW | |
| 646 | Pathfinding.ECS.JobRepairPath.Scheduler.entityManagerHandle | scheduler.html#entityManagerHandle | |
| 647 | Pathfinding.ECS.JobRepairPath.Scheduler.onlyApplyPendingPaths | scheduler.html#onlyApplyPendingPaths | |
| 648 | Pathfinding.ECS.JobRepairPath.indicesScratch | jobrepairpath.html#indicesScratch | |
| 649 | Pathfinding.ECS.JobRepairPath.nextCornersScratch | jobrepairpath.html#nextCornersScratch | |
| 650 | Pathfinding.ECS.JobRepairPath.onlyApplyPendingPaths | jobrepairpath.html#onlyApplyPendingPaths | |
| 651 | Pathfinding.ECS.JobRepairPath.scheduler | jobrepairpath.html#scheduler | |
| 652 | Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.endPointOfFirstPart | pathtracerinfo.html#endPointOfFirstPart | |
| 653 | Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.isStale | pathtracerinfo.html#isStale | |
| 654 | Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.isStaleBacking | pathtracerinfo.html#isStaleBacking | |
| 655 | Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.partCount | pathtracerinfo.html#partCount | |
| 656 | Pathfinding.ECS.JobStartOffMeshLinkTransition.commandBuffer | jobstartoffmeshlinktransition.html#commandBuffer | |
| 657 | Pathfinding.ECS.JobSyncEntitiesToTransforms.entities | jobsyncentitiestotransforms.html#entities | |
| 658 | Pathfinding.ECS.JobSyncEntitiesToTransforms.entityPositions | jobsyncentitiestotransforms.html#entityPositions | |
| 659 | Pathfinding.ECS.JobSyncEntitiesToTransforms.movementState | jobsyncentitiestotransforms.html#movementState | |
| 660 | Pathfinding.ECS.JobSyncEntitiesToTransforms.orientationYAxisForward | jobsyncentitiestotransforms.html#orientationYAxisForward | |
| 661 | Pathfinding.ECS.JobSyncEntitiesToTransforms.syncPositionWithTransform | jobsyncentitiestotransforms.html#syncPositionWithTransform | |
| 662 | Pathfinding.ECS.JobSyncEntitiesToTransforms.syncRotationWithTransform | jobsyncentitiestotransforms.html#syncRotationWithTransform | |
| 663 | Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.context | managedagentoffmeshlinktraversal.html#context | Internal context used to pass component data to the coroutine. |
| 664 | Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.coroutine | managedagentoffmeshlinktraversal.html#coroutine | Coroutine which is used to traverse the link. |
| 665 | Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.handler | managedagentoffmeshlinktraversal.html#handler | |
| 666 | Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.stateMachine | managedagentoffmeshlinktraversal.html#stateMachine | |
| 667 | Pathfinding.ECS.ManagedEntityAccess.entityManager | managedentityaccess.html#entityManager | |
| 668 | Pathfinding.ECS.ManagedEntityAccess.handle | managedentityaccess.html#handle | |
| 669 | Pathfinding.ECS.ManagedEntityAccess.readOnly | managedentityaccess.html#readOnly | |
| 670 | Pathfinding.ECS.ManagedEntityAccess.this[EntityStorageInfo storage] | managedentityaccess.html#thisEntityStorageInfostorage | |
| 671 | Pathfinding.ECS.ManagedMovementOverride.callback | managedmovementoverride.html#callback | |
| 672 | Pathfinding.ECS.ManagedMovementOverrides.entity | managedmovementoverrides.html#entity | |
| 673 | Pathfinding.ECS.ManagedMovementOverrides.world | managedmovementoverrides.html#world | |
| 674 | Pathfinding.ECS.ManagedState.activePath | managedstate.html#activePath | Path 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. |
| 675 | Pathfinding.ECS.ManagedState.autoRepath | managedstate.html#autoRepath | Settings for when to recalculate the path. \n\n[more in online documentation] |
| 676 | Pathfinding.ECS.ManagedState.enableGravity | managedstate.html#enableGravity | True 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. |
| 677 | Pathfinding.ECS.ManagedState.enableLocalAvoidance | managedstate.html#enableLocalAvoidance | True 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] |
| 678 | Pathfinding.ECS.ManagedState.onTraverseOffMeshLink | managedstate.html#onTraverseOffMeshLink | Callback for when the agent starts to traverse an off-mesh link. |
| 679 | Pathfinding.ECS.ManagedState.pathTracer | managedstate.html#pathTracer | Calculates in which direction to move to follow the path. |
| 680 | Pathfinding.ECS.ManagedState.pathfindingSettings | managedstate.html#pathfindingSettings | |
| 681 | Pathfinding.ECS.ManagedState.pendingPath | managedstate.html#pendingPath | Path that is being calculated, if any. |
| 682 | Pathfinding.ECS.ManagedState.rvoSettings | managedstate.html#rvoSettings | Local 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] |
| 683 | Pathfinding.ECS.MovementControl.endOfPath | movementcontrol.html#endOfPath | The 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. |
| 684 | Pathfinding.ECS.MovementControl.hierarchicalNodeIndex | movementcontrol.html#hierarchicalNodeIndex | The 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] |
| 685 | Pathfinding.ECS.MovementControl.maxSpeed | movementcontrol.html#maxSpeed | The 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. |
| 686 | Pathfinding.ECS.MovementControl.overrideLocalAvoidance | movementcontrol.html#overrideLocalAvoidance | If 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. |
| 687 | Pathfinding.ECS.MovementControl.rotationSpeed | movementcontrol.html#rotationSpeed | The speed at which the agent should rotate towards targetRotation + targetRotationOffset, in radians per second. |
| 688 | Pathfinding.ECS.MovementControl.speed | movementcontrol.html#speed | The speed at which the agent should move towards targetPoint, in meters per second. |
| 689 | Pathfinding.ECS.MovementControl.targetPoint | movementcontrol.html#targetPoint | The point the agent should move towards. |
| 690 | Pathfinding.ECS.MovementControl.targetRotation | movementcontrol.html#targetRotation | The desired rotation of the agent, in radians, relative to the current movement plane. \n\n[more in online documentation] |
| 691 | Pathfinding.ECS.MovementControl.targetRotationHint | movementcontrol.html#targetRotationHint | The 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] |
| 692 | Pathfinding.ECS.MovementControl.targetRotationOffset | movementcontrol.html#targetRotationOffset | Additive 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. |
| 693 | Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromGraph.movementPlanes | jobmovementplanefromgraph.html#movementPlanes | |
| 694 | Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.dt | jobmovementplanefromnavmeshnormal.html#dt | |
| 695 | Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.que | jobmovementplanefromnavmeshnormal.html#que | |
| 696 | Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.vertices | jobmovementplanefromnavmeshnormal.html#vertices | |
| 697 | Pathfinding.ECS.MovementPlaneFromGraphSystem.entityQueryGraph | movementplanefromgraphsystem.html#entityQueryGraph | |
| 698 | Pathfinding.ECS.MovementPlaneFromGraphSystem.entityQueryNormal | movementplanefromgraphsystem.html#entityQueryNormal | |
| 699 | Pathfinding.ECS.MovementPlaneFromGraphSystem.graphNodeQueue | movementplanefromgraphsystem.html#graphNodeQueue | |
| 700 | Pathfinding.ECS.MovementSettings.debugFlags | movementsettings.html#debugFlags | Flags for enabling debug rendering in the scene view. |
| 701 | Pathfinding.ECS.MovementSettings.follower | movementsettings.html#follower | Additional movement settings. |
| 702 | Pathfinding.ECS.MovementSettings.groundMask | movementsettings.html#groundMask | Layer 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] |
| 703 | Pathfinding.ECS.MovementSettings.isStopped | movementsettings.html#isStopped | Gets 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. |
| 704 | Pathfinding.ECS.MovementSettings.positionSmoothing | movementsettings.html#positionSmoothing | How 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. |
| 705 | Pathfinding.ECS.MovementSettings.rotationSmoothing | movementsettings.html#rotationSmoothing | How 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. |
| 706 | Pathfinding.ECS.MovementSettings.stopDistance | movementsettings.html#stopDistance | How 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] |
| 707 | Pathfinding.ECS.MovementState.ReachedDestinationFlag | movementstate.html#ReachedDestinationFlag | |
| 708 | Pathfinding.ECS.MovementState.ReachedEndOfPartFlag | movementstate.html#ReachedEndOfPartFlag | |
| 709 | Pathfinding.ECS.MovementState.ReachedEndOfPathFlag | movementstate.html#ReachedEndOfPathFlag | |
| 710 | Pathfinding.ECS.MovementState.TraversingLastPartFlag | movementstate.html#TraversingLastPartFlag | |
| 711 | Pathfinding.ECS.MovementState.closestOnNavmesh | movementstate.html#closestOnNavmesh | The closest point on the navmesh to the agent. \n\nThe agent will be snapped to this point. |
| 712 | Pathfinding.ECS.MovementState.endOfPath | movementstate.html#endOfPath | The 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. |
| 713 | Pathfinding.ECS.MovementState.flags | movementstate.html#flags | Bitmask for various flags. |
| 714 | Pathfinding.ECS.MovementState.followerState | movementstate.html#followerState | State of the PID controller for the movement. |
| 715 | Pathfinding.ECS.MovementState.graphIndex | movementstate.html#graphIndex | The 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. |
| 716 | Pathfinding.ECS.MovementState.hierarchicalNodeIndex | movementstate.html#hierarchicalNodeIndex | The 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] |
| 717 | Pathfinding.ECS.MovementState.isOnValidNode | movementstate.html#isOnValidNode | True 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. |
| 718 | Pathfinding.ECS.MovementState.nextCorner | movementstate.html#nextCorner | The next corner in the path. |
| 719 | Pathfinding.ECS.MovementState.pathTracerVersion | movementstate.html#pathTracerVersion | Version 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. |
| 720 | Pathfinding.ECS.MovementState.positionOffset | movementstate.html#positionOffset | Offset from the agent's internal position to its visual position. \n\nThis is used when position smoothing is enabled. Otherwise it is zero. |
| 721 | Pathfinding.ECS.MovementState.reachedDestination | movementstate.html#reachedDestination | True 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. |
| 722 | Pathfinding.ECS.MovementState.reachedDestinationAndOrientation | movementstate.html#reachedDestinationAndOrientation | True 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. |
| 723 | Pathfinding.ECS.MovementState.reachedDestinationAndOrientationFlag | movementstate.html#reachedDestinationAndOrientationFlag | |
| 724 | Pathfinding.ECS.MovementState.reachedEndOfPart | movementstate.html#reachedEndOfPart | True 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. |
| 725 | Pathfinding.ECS.MovementState.reachedEndOfPath | movementstate.html#reachedEndOfPath | True 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. |
| 726 | Pathfinding.ECS.MovementState.reachedEndOfPathAndOrientation | movementstate.html#reachedEndOfPathAndOrientation | True 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. |
| 727 | Pathfinding.ECS.MovementState.reachedEndOfPathAndOrientationFlag | movementstate.html#reachedEndOfPathAndOrientationFlag | |
| 728 | Pathfinding.ECS.MovementState.remainingDistanceToEndOfPart | movementstate.html#remainingDistanceToEndOfPart | The remaining distance until the end of the path, or the next off-mesh link. |
| 729 | Pathfinding.ECS.MovementState.rotationOffset | movementstate.html#rotationOffset | The 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] |
| 730 | Pathfinding.ECS.MovementState.rotationOffset2 | movementstate.html#rotationOffset2 | An additional, purely visual, rotation offset. \n\nThis is used for rotation smoothing, but does not affect the movement of the agent. |
| 731 | Pathfinding.ECS.MovementState.traversingLastPart | movementstate.html#traversingLastPart | True 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. |
| 732 | Pathfinding.ECS.MovementStatistics.estimatedVelocity | movementstatistics.html#estimatedVelocity | The estimated velocity that the agent is moving with. \n\nThis includes all form of movement, including local avoidance and gravity. |
| 733 | Pathfinding.ECS.MovementStatistics.lastPosition | movementstatistics.html#lastPosition | The position of the agent at the end of the last movement simulation step. |
| 734 | Pathfinding.ECS.MovementTarget.isReached | movementtarget.html#isReached | |
| 735 | Pathfinding.ECS.MovementTarget.reached | movementtarget.html#reached | |
| 736 | Pathfinding.ECS.PollPendingPathsSystem.anyPendingPaths | pollpendingpathssystem.html#anyPendingPaths | |
| 737 | Pathfinding.ECS.PollPendingPathsSystem.entityQueryPrepare | pollpendingpathssystem.html#entityQueryPrepare | |
| 738 | Pathfinding.ECS.PollPendingPathsSystem.jobRepairPathScheduler | pollpendingpathssystem.html#jobRepairPathScheduler | |
| 739 | Pathfinding.ECS.PollPendingPathsSystem.onPathsCalculated | pollpendingpathssystem.html#onPathsCalculated | |
| 740 | Pathfinding.ECS.RVO.AgentIndex.DeletedBit | agentindex.html#DeletedBit | |
| 741 | Pathfinding.ECS.RVO.AgentIndex.Index | agentindex.html#Index | |
| 742 | Pathfinding.ECS.RVO.AgentIndex.IndexMask | agentindex.html#IndexMask | |
| 743 | Pathfinding.ECS.RVO.AgentIndex.Valid | agentindex.html#Valid | |
| 744 | Pathfinding.ECS.RVO.AgentIndex.Version | agentindex.html#Version | |
| 745 | Pathfinding.ECS.RVO.AgentIndex.VersionMask | agentindex.html#VersionMask | |
| 746 | Pathfinding.ECS.RVO.AgentIndex.VersionOffset | agentindex.html#VersionOffset | |
| 747 | Pathfinding.ECS.RVO.AgentIndex.packedAgentIndex | agentindex.html#packedAgentIndex | |
| 748 | Pathfinding.ECS.RVO.RVOAgent.Default | rvoagent.html#Default | Good default settings for an RVO agent. |
| 749 | Pathfinding.ECS.RVO.RVOAgent.agentTimeHorizon | rvoagent.html#agentTimeHorizon | How far into the future to look for collisions with other agents (in seconds) |
| 750 | Pathfinding.ECS.RVO.RVOAgent.collidesWith | rvoagent.html#collidesWith | Layer 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] |
| 751 | Pathfinding.ECS.RVO.RVOAgent.debug | rvoagent.html#debug | Enables drawing debug information in the scene view. |
| 752 | Pathfinding.ECS.RVO.RVOAgent.flowFollowingStrength | rvoagent.html#flowFollowingStrength | |
| 753 | Pathfinding.ECS.RVO.RVOAgent.layer | rvoagent.html#layer | Specifies the avoidance layer for this agent. \n\nThe collidesWith mask on other agents will determine if they will avoid this agent. |
| 754 | Pathfinding.ECS.RVO.RVOAgent.locked | rvoagent.html#locked | A locked unit cannot move. \n\nOther units will still avoid it but avoidance quality is not the best. |
| 755 | Pathfinding.ECS.RVO.RVOAgent.maxNeighbours | rvoagent.html#maxNeighbours | Max 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. |
| 756 | Pathfinding.ECS.RVO.RVOAgent.obstacleTimeHorizon | rvoagent.html#obstacleTimeHorizon | How far into the future to look for collisions with obstacles (in seconds) |
| 757 | Pathfinding.ECS.RVO.RVOAgent.priority | rvoagent.html#priority | How 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> |
| 758 | Pathfinding.ECS.RVO.RVOAgent.priorityMultiplier | rvoagent.html#priorityMultiplier | Priority 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. |
| 759 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentData | jobcopyfromentitiestorvosimulator.html#agentData | |
| 760 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentOffMeshLinkTraversalLookup | jobcopyfromentitiestorvosimulator.html#agentOffMeshLinkTraversalLookup | |
| 761 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentOutputData | jobcopyfromentitiestorvosimulator.html#agentOutputData | |
| 762 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.dt | jobcopyfromentitiestorvosimulator.html#dt | |
| 763 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.movementPlaneMode | jobcopyfromentitiestorvosimulator.html#movementPlaneMode | |
| 764 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.agentData | jobcopyfromrvosimulatortoentities.html#agentData | |
| 765 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.agentOutputData | jobcopyfromrvosimulatortoentities.html#agentOutputData | |
| 766 | Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.quadtree | jobcopyfromrvosimulatortoentities.html#quadtree | |
| 767 | Pathfinding.ECS.RVO.RVOSystem.agentOffMeshLinkTraversalLookup | rvosystem.html#agentOffMeshLinkTraversalLookup | |
| 768 | Pathfinding.ECS.RVO.RVOSystem.entityQuery | rvosystem.html#entityQuery | |
| 769 | Pathfinding.ECS.RVO.RVOSystem.lastSimulator | rvosystem.html#lastSimulator | Keeps track of the last simulator that this RVOSystem saw. \n\nThis is a weak GCHandle to allow it to be stored in an ISystem. |
| 770 | Pathfinding.ECS.RVO.RVOSystem.shouldBeAddedToSimulation | rvosystem.html#shouldBeAddedToSimulation | |
| 771 | Pathfinding.ECS.RVO.RVOSystem.shouldBeRemovedFromSimulation | rvosystem.html#shouldBeRemovedFromSimulation | |
| 772 | Pathfinding.ECS.RVO.RVOSystem.withAgentIndex | rvosystem.html#withAgentIndex | |
| 773 | Pathfinding.ECS.ResolvedMovement.rotationSpeed | resolvedmovement.html#rotationSpeed | The speed at which the agent should rotate towards targetRotation + targetRotationOffset, in radians per second. |
| 774 | Pathfinding.ECS.ResolvedMovement.speed | resolvedmovement.html#speed | The speed at which the agent should move towards targetPoint, in meters per second. |
| 775 | Pathfinding.ECS.ResolvedMovement.targetPoint | resolvedmovement.html#targetPoint | The point the agent should move towards. |
| 776 | Pathfinding.ECS.ResolvedMovement.targetRotation | resolvedmovement.html#targetRotation | The desired rotation of the agent, in radians, relative to the current movement plane. \n\n[more in online documentation] |
| 777 | Pathfinding.ECS.ResolvedMovement.targetRotationHint | resolvedmovement.html#targetRotationHint | The 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] |
| 778 | Pathfinding.ECS.ResolvedMovement.targetRotationOffset | resolvedmovement.html#targetRotationOffset | Additive 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. |
| 779 | Pathfinding.ECS.ResolvedMovement.turningRadiusMultiplier | resolvedmovement.html#turningRadiusMultiplier | |
| 780 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.entities | synctransformstoentitiesjob.html#entities | |
| 781 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.entityPositions | synctransformstoentitiesjob.html#entityPositions | |
| 782 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.movementState | synctransformstoentitiesjob.html#movementState | |
| 783 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.orientationYAxisForward | synctransformstoentitiesjob.html#orientationYAxisForward | |
| 784 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.syncPositionWithTransform | synctransformstoentitiesjob.html#syncPositionWithTransform | |
| 785 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.syncRotationWithTransform | synctransformstoentitiesjob.html#syncRotationWithTransform | |
| 786 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.YAxisForwardToZAxisForward | synctransformstoentitiessystem.html#YAxisForwardToZAxisForward | |
| 787 | Pathfinding.ECS.SyncTransformsToEntitiesSystem.ZAxisForwardToYAxisForward | synctransformstoentitiessystem.html#ZAxisForwardToYAxisForward | |
| 788 | Pathfinding.EditorBase.cachedTooltips | editorbase.html#cachedTooltips | |
| 789 | Pathfinding.EditorBase.cachedURLs | editorbase.html#cachedURLs | |
| 790 | Pathfinding.EditorBase.content | editorbase.html#content | |
| 791 | Pathfinding.EditorBase.getDocumentationURL | editorbase.html#getDocumentationURL | |
| 792 | Pathfinding.EditorBase.noOptions | editorbase.html#noOptions | |
| 793 | Pathfinding.EditorBase.props | editorbase.html#props | |
| 794 | Pathfinding.EditorBase.remainingUnhandledProperties | editorbase.html#remainingUnhandledProperties | |
| 795 | Pathfinding.EditorBase.showInDocContent | editorbase.html#showInDocContent | |
| 796 | Pathfinding.EditorGUILayoutx.dummyList | editorguilayoutx.html#dummyList | |
| 797 | Pathfinding.EditorGUILayoutx.lastUpdateTick | editorguilayoutx.html#lastUpdateTick | |
| 798 | Pathfinding.EditorGUILayoutx.layerNames | editorguilayoutx.html#layerNames | |
| 799 | Pathfinding.EditorResourceHelper.GizmoLineMaterial | editorresourcehelper.html#GizmoLineMaterial | |
| 800 | Pathfinding.EditorResourceHelper.GizmoSurfaceMaterial | editorresourcehelper.html#GizmoSurfaceMaterial | |
| 801 | Pathfinding.EditorResourceHelper.HandlesAALineTexture | editorresourcehelper.html#HandlesAALineTexture | |
| 802 | Pathfinding.EditorResourceHelper.editorAssets | editorresourcehelper.html#editorAssets | Path 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] |
| 803 | Pathfinding.EditorResourceHelper.handlesAALineTex | editorresourcehelper.html#handlesAALineTex | |
| 804 | Pathfinding.EditorResourceHelper.lineMat | editorresourcehelper.html#lineMat | |
| 805 | Pathfinding.EditorResourceHelper.surfaceMat | editorresourcehelper.html#surfaceMat | |
| 806 | Pathfinding.EndingConditionDistance.maxGScore | endingconditiondistance.html#maxGScore | Max G score a node may have. |
| 807 | Pathfinding.EndingConditionProximity.maxDistance | endingconditionproximity.html#maxDistance | Maximum world distance to the target node before terminating the path. |
| 808 | Pathfinding.Examples.AnimationLinkTraverser.ai | animationlinktraverser.html#ai | |
| 809 | Pathfinding.Examples.AnimationLinkTraverser.anim | animationlinktraverser.html#anim | |
| 810 | Pathfinding.Examples.Astar3DButton.node | astar3dbutton.html#node | |
| 811 | Pathfinding.Examples.BezierMover.averageCurvature | beziermover.html#averageCurvature | |
| 812 | Pathfinding.Examples.BezierMover.points | beziermover.html#points | |
| 813 | Pathfinding.Examples.BezierMover.speed | beziermover.html#speed | |
| 814 | Pathfinding.Examples.BezierMover.tiltAmount | beziermover.html#tiltAmount | |
| 815 | Pathfinding.Examples.BezierMover.tiltSmoothing | beziermover.html#tiltSmoothing | |
| 816 | Pathfinding.Examples.BezierMover.time | beziermover.html#time | |
| 817 | Pathfinding.Examples.DocumentationButton.UrlBase | documentationbutton.html#UrlBase | |
| 818 | Pathfinding.Examples.DocumentationButton.page | documentationbutton.html#page | |
| 819 | Pathfinding.Examples.DoorController.bounds | doorcontroller.html#bounds | |
| 820 | Pathfinding.Examples.DoorController.closedtag | doorcontroller.html#closedtag | |
| 821 | Pathfinding.Examples.DoorController.open | doorcontroller.html#open | |
| 822 | Pathfinding.Examples.DoorController.opentag | doorcontroller.html#opentag | |
| 823 | Pathfinding.Examples.DoorController.updateGraphsWithGUO | doorcontroller.html#updateGraphsWithGUO | |
| 824 | Pathfinding.Examples.DoorController.yOffset | doorcontroller.html#yOffset | |
| 825 | Pathfinding.Examples.GroupController.adjustCamera | groupcontroller.html#adjustCamera | |
| 826 | Pathfinding.Examples.GroupController.cam | groupcontroller.html#cam | |
| 827 | Pathfinding.Examples.GroupController.end | groupcontroller.html#end | |
| 828 | Pathfinding.Examples.GroupController.rad2Deg | groupcontroller.html#rad2Deg | Radians to degrees constant. |
| 829 | Pathfinding.Examples.GroupController.selection | groupcontroller.html#selection | |
| 830 | Pathfinding.Examples.GroupController.selectionBox | groupcontroller.html#selectionBox | |
| 831 | Pathfinding.Examples.GroupController.sim | groupcontroller.html#sim | |
| 832 | Pathfinding.Examples.GroupController.start | groupcontroller.html#start | |
| 833 | Pathfinding.Examples.GroupController.wasDown | groupcontroller.html#wasDown | |
| 834 | Pathfinding.Examples.HexagonTrigger.anim | hexagontrigger.html#anim | |
| 835 | Pathfinding.Examples.HexagonTrigger.visible | hexagontrigger.html#visible | |
| 836 | Pathfinding.Examples.HighlightOnHover.highlight | highlightonhover.html#highlight | |
| 837 | Pathfinding.Examples.Interactable.ActivateParticleSystem.particleSystem | activateparticlesystem.html#particleSystem | |
| 838 | Pathfinding.Examples.Interactable.AnimatorPlay.animator | animatorplay.html#animator | |
| 839 | Pathfinding.Examples.Interactable.AnimatorPlay.normalizedTime | animatorplay.html#normalizedTime | |
| 840 | Pathfinding.Examples.Interactable.AnimatorPlay.stateName | animatorplay.html#stateName | |
| 841 | Pathfinding.Examples.Interactable.AnimatorSetBoolAction.animator | animatorsetboolaction.html#animator | |
| 842 | Pathfinding.Examples.Interactable.AnimatorSetBoolAction.propertyName | animatorsetboolaction.html#propertyName | |
| 843 | Pathfinding.Examples.Interactable.AnimatorSetBoolAction.value | animatorsetboolaction.html#value | |
| 844 | Pathfinding.Examples.Interactable.CallFunction.function | callfunction.html#function | |
| 845 | Pathfinding.Examples.Interactable.CoroutineAction | interactable.html#CoroutineAction | |
| 846 | Pathfinding.Examples.Interactable.DelayAction.delay | delayaction.html#delay | |
| 847 | Pathfinding.Examples.Interactable.InstantiatePrefab.position | instantiateprefab.html#position | |
| 848 | Pathfinding.Examples.Interactable.InstantiatePrefab.prefab | instantiateprefab.html#prefab | |
| 849 | Pathfinding.Examples.Interactable.InteractAction.interactable | interactaction.html#interactable | |
| 850 | Pathfinding.Examples.Interactable.MoveToAction.destination | movetoaction.html#destination | |
| 851 | Pathfinding.Examples.Interactable.MoveToAction.useRotation | movetoaction.html#useRotation | |
| 852 | Pathfinding.Examples.Interactable.MoveToAction.waitUntilReached | movetoaction.html#waitUntilReached | |
| 853 | Pathfinding.Examples.Interactable.SetObjectActiveAction.active | setobjectactiveaction.html#active | |
| 854 | Pathfinding.Examples.Interactable.SetObjectActiveAction.target | setobjectactiveaction.html#target | |
| 855 | Pathfinding.Examples.Interactable.SetTransformAction.setPosition | settransformaction.html#setPosition | |
| 856 | Pathfinding.Examples.Interactable.SetTransformAction.setRotation | settransformaction.html#setRotation | |
| 857 | Pathfinding.Examples.Interactable.SetTransformAction.setScale | settransformaction.html#setScale | |
| 858 | Pathfinding.Examples.Interactable.SetTransformAction.source | settransformaction.html#source | |
| 859 | Pathfinding.Examples.Interactable.SetTransformAction.transform | settransformaction.html#transform | |
| 860 | Pathfinding.Examples.Interactable.TeleportAgentAction.destination | teleportagentaction.html#destination | |
| 861 | Pathfinding.Examples.Interactable.TeleportAgentOnLinkAction.Destination | teleportagentonlinkaction.html#Destination | |
| 862 | Pathfinding.Examples.Interactable.TeleportAgentOnLinkAction.destination | teleportagentonlinkaction.html#destination | |
| 863 | Pathfinding.Examples.Interactable.actions | interactable.html#actions | |
| 864 | Pathfinding.Examples.InteractableEditor.actions | interactableeditor.html#actions | |
| 865 | Pathfinding.Examples.LightweightRVO.LightweightAgentData.color | lightweightagentdata.html#color | |
| 866 | Pathfinding.Examples.LightweightRVO.LightweightAgentData.maxSpeed | lightweightagentdata.html#maxSpeed | |
| 867 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.AlignAgentWithMovementDirectionJob.deltaTime | alignagentwithmovementdirectionjob.html#deltaTime | |
| 868 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.AlignAgentWithMovementDirectionJob.rotationSpeed | alignagentwithmovementdirectionjob.html#rotationSpeed | |
| 869 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.JobControlAgents.debug | jobcontrolagents.html#debug | |
| 870 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.JobControlAgents.deltaTime | jobcontrolagents.html#deltaTime | |
| 871 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.debug | lightweightrvocontrolsystem.html#debug | Determines what kind of debug info the RVO system should render as gizmos. |
| 872 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.entityQueryControl | lightweightrvocontrolsystem.html#entityQueryControl | |
| 873 | Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.entityQueryDirection | lightweightrvocontrolsystem.html#entityQueryDirection | |
| 874 | Pathfinding.Examples.LightweightRVO.LightweightRVOMoveSystem.JobMoveAgents.deltaTime | jobmoveagents.html#deltaTime | |
| 875 | Pathfinding.Examples.LightweightRVO.LightweightRVOMoveSystem.entityQuery | lightweightrvomovesystem.html#entityQuery | |
| 876 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.renderingOffset | jobgeneratemesh.html#renderingOffset | |
| 877 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.tris | jobgeneratemesh.html#tris | |
| 878 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.verts | jobgeneratemesh.html#verts | |
| 879 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.color | vertex.html#color | |
| 880 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.position | vertex.html#position | |
| 881 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.uv | vertex.html#uv | |
| 882 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.entityQuery | lightweightrvorendersystem.html#entityQuery | |
| 883 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.material | lightweightrvorendersystem.html#material | Material for rendering. |
| 884 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.mesh | lightweightrvorendersystem.html#mesh | Mesh for rendering. |
| 885 | Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.renderingOffset | lightweightrvorendersystem.html#renderingOffset | Offset with which to render the mesh from the agent's original positions. |
| 886 | Pathfinding.Examples.LightweightRVO.RVOExampleType | lightweightrvo.html#RVOExampleType | |
| 887 | Pathfinding.Examples.LightweightRVO.agentCount | lightweightrvo.html#agentCount | Number of agents created at start. |
| 888 | Pathfinding.Examples.LightweightRVO.agentTimeHorizon | lightweightrvo.html#agentTimeHorizon | How far in the future too look for agents. |
| 889 | Pathfinding.Examples.LightweightRVO.debug | lightweightrvo.html#debug | Bitmas of debugging options to enable for the agents. |
| 890 | Pathfinding.Examples.LightweightRVO.exampleScale | lightweightrvo.html#exampleScale | How large is the area in which the agents are distributed when starting the simulation. |
| 891 | Pathfinding.Examples.LightweightRVO.material | lightweightrvo.html#material | |
| 892 | Pathfinding.Examples.LightweightRVO.maxNeighbours | lightweightrvo.html#maxNeighbours | Max number of neighbour agents to take into account. |
| 893 | Pathfinding.Examples.LightweightRVO.maxSpeed | lightweightrvo.html#maxSpeed | Max speed for an agent. |
| 894 | Pathfinding.Examples.LightweightRVO.obstacleTimeHorizon | lightweightrvo.html#obstacleTimeHorizon | How far in the future too look for obstacles. |
| 895 | Pathfinding.Examples.LightweightRVO.radius | lightweightrvo.html#radius | Agent radius. |
| 896 | Pathfinding.Examples.LightweightRVO.renderingOffset | lightweightrvo.html#renderingOffset | Offset from the agent position the actual drawn postition. \n\nUsed to get rid of z-buffer issues |
| 897 | Pathfinding.Examples.LightweightRVO.type | lightweightrvo.html#type | How the agents are distributed when starting the simulation. |
| 898 | Pathfinding.Examples.LocalSpaceRichAI.graph | localspacerichai.html#graph | Root of the object we are moving on. |
| 899 | Pathfinding.Examples.ManualRVOAgent.rvo | manualrvoagent.html#rvo | |
| 900 | Pathfinding.Examples.ManualRVOAgent.speed | manualrvoagent.html#speed | |
| 901 | Pathfinding.Examples.MecanimBridge.InputMagnitudeKey | mecanimbridge.html#InputMagnitudeKey | |
| 902 | Pathfinding.Examples.MecanimBridge.InputMagnitudeKeyHash | mecanimbridge.html#InputMagnitudeKeyHash | |
| 903 | Pathfinding.Examples.MecanimBridge.NormalizedSpeedKey | mecanimbridge.html#NormalizedSpeedKey | |
| 904 | Pathfinding.Examples.MecanimBridge.NormalizedSpeedKeyHash | mecanimbridge.html#NormalizedSpeedKeyHash | |
| 905 | Pathfinding.Examples.MecanimBridge.XAxisKey | mecanimbridge.html#XAxisKey | |
| 906 | Pathfinding.Examples.MecanimBridge.XAxisKeyHash | mecanimbridge.html#XAxisKeyHash | |
| 907 | Pathfinding.Examples.MecanimBridge.YAxisKey | mecanimbridge.html#YAxisKey | |
| 908 | Pathfinding.Examples.MecanimBridge.YAxisKeyHash | mecanimbridge.html#YAxisKeyHash | |
| 909 | Pathfinding.Examples.MecanimBridge.ai | mecanimbridge.html#ai | Cached reference to the movement script. |
| 910 | Pathfinding.Examples.MecanimBridge.angularVelocitySmoothing | mecanimbridge.html#angularVelocitySmoothing | Smoothing factor for the angular velocity, in seconds. \n\n[more in online documentation] |
| 911 | Pathfinding.Examples.MecanimBridge.anim | mecanimbridge.html#anim | Cached Animator component. |
| 912 | Pathfinding.Examples.MecanimBridge.footTransforms | mecanimbridge.html#footTransforms | Cached reference to the left and right feet. |
| 913 | Pathfinding.Examples.MecanimBridge.naturalSpeed | mecanimbridge.html#naturalSpeed | |
| 914 | Pathfinding.Examples.MecanimBridge.prevFootPos | mecanimbridge.html#prevFootPos | Position of the left and right feet during the previous frame. |
| 915 | Pathfinding.Examples.MecanimBridge.smoothedRotationSpeed | mecanimbridge.html#smoothedRotationSpeed | |
| 916 | Pathfinding.Examples.MecanimBridge.smoothedVelocity | mecanimbridge.html#smoothedVelocity | |
| 917 | Pathfinding.Examples.MecanimBridge.tr | mecanimbridge.html#tr | Cached Transform component. |
| 918 | Pathfinding.Examples.MecanimBridge.velocitySmoothing | mecanimbridge.html#velocitySmoothing | Smoothing factor for the velocity, in seconds. |
| 919 | Pathfinding.Examples.MecanimBridge2D.RotationMode | mecanimbridge2d.html#RotationMode | |
| 920 | Pathfinding.Examples.MecanimBridge2D.ai | mecanimbridge2d.html#ai | Cached reference to the movement script. |
| 921 | Pathfinding.Examples.MecanimBridge2D.anim | mecanimbridge2d.html#anim | Cached Animator component. |
| 922 | Pathfinding.Examples.MecanimBridge2D.naturalSpeed | mecanimbridge2d.html#naturalSpeed | The 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. |
| 923 | Pathfinding.Examples.MecanimBridge2D.rotationMode | mecanimbridge2d.html#rotationMode | How the agent's rotation is handled. \n\n[more in online documentation] |
| 924 | Pathfinding.Examples.MecanimBridge2D.smoothedVelocity | mecanimbridge2d.html#smoothedVelocity | |
| 925 | Pathfinding.Examples.MecanimBridge2D.velocitySmoothing | mecanimbridge2d.html#velocitySmoothing | How 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. |
| 926 | Pathfinding.Examples.MineBotAI.animationSpeed | minebotai.html#animationSpeed | Speed relative to velocity with which to play animations. |
| 927 | Pathfinding.Examples.MineBotAI.endOfPathEffect | minebotai.html#endOfPathEffect | Effect which will be instantiated when end of path is reached. \n\n[more in online documentation] |
| 928 | Pathfinding.Examples.MineBotAI.sleepVelocity | minebotai.html#sleepVelocity | Minimum velocity for moving. |
| 929 | Pathfinding.Examples.MineBotAnimation.NormalizedSpeedKey | minebotanimation.html#NormalizedSpeedKey | |
| 930 | Pathfinding.Examples.MineBotAnimation.NormalizedSpeedKeyHash | minebotanimation.html#NormalizedSpeedKeyHash | |
| 931 | Pathfinding.Examples.MineBotAnimation.ai | minebotanimation.html#ai | |
| 932 | Pathfinding.Examples.MineBotAnimation.anim | minebotanimation.html#anim | Animator component. |
| 933 | Pathfinding.Examples.MineBotAnimation.endOfPathEffect | minebotanimation.html#endOfPathEffect | Effect which will be instantiated when end of path is reached. \n\n[more in online documentation] |
| 934 | Pathfinding.Examples.MineBotAnimation.isAtEndOfPath | minebotanimation.html#isAtEndOfPath | |
| 935 | Pathfinding.Examples.MineBotAnimation.lastTarget | minebotanimation.html#lastTarget | Point for the last spawn of endOfPathEffect. |
| 936 | Pathfinding.Examples.MineBotAnimation.naturalSpeed | minebotanimation.html#naturalSpeed | The 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. |
| 937 | Pathfinding.Examples.MineBotAnimation.tr | minebotanimation.html#tr | |
| 938 | Pathfinding.Examples.ObjectPlacer.alignToSurface | objectplacer.html#alignToSurface | Align created objects to the surface normal where it is created. |
| 939 | Pathfinding.Examples.ObjectPlacer.direct | objectplacer.html#direct | Flush Graph Updates directly after placing. \n\nSlower, but updates are applied immidiately |
| 940 | Pathfinding.Examples.ObjectPlacer.go | objectplacer.html#go | GameObject 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. |
| 941 | Pathfinding.Examples.ObjectPlacer.issueGUOs | objectplacer.html#issueGUOs | Issue a graph update object after placement. |
| 942 | Pathfinding.Examples.ObjectPlacer.lastPlacedTime | objectplacer.html#lastPlacedTime | |
| 943 | Pathfinding.Examples.ObjectPlacer.offset | objectplacer.html#offset | Global offset of the placed object relative to the mouse cursor. |
| 944 | Pathfinding.Examples.ObjectPlacer.randomizeRotation | objectplacer.html#randomizeRotation | Randomize rotation of the placed object. |
| 945 | Pathfinding.Examples.PathTypesDemo.DemoMode | pathtypesdemo.html#DemoMode | |
| 946 | Pathfinding.Examples.PathTypesDemo.activeDemo | pathtypesdemo.html#activeDemo | |
| 947 | Pathfinding.Examples.PathTypesDemo.aimStrength | pathtypesdemo.html#aimStrength | |
| 948 | Pathfinding.Examples.PathTypesDemo.constantPathMeshGo | pathtypesdemo.html#constantPathMeshGo | |
| 949 | Pathfinding.Examples.PathTypesDemo.end | pathtypesdemo.html#end | Target point of paths. |
| 950 | Pathfinding.Examples.PathTypesDemo.lastFloodPath | pathtypesdemo.html#lastFloodPath | |
| 951 | Pathfinding.Examples.PathTypesDemo.lastPath | pathtypesdemo.html#lastPath | |
| 952 | Pathfinding.Examples.PathTypesDemo.lastRender | pathtypesdemo.html#lastRender | |
| 953 | Pathfinding.Examples.PathTypesDemo.lineMat | pathtypesdemo.html#lineMat | Material used for rendering paths. |
| 954 | Pathfinding.Examples.PathTypesDemo.lineWidth | pathtypesdemo.html#lineWidth | |
| 955 | Pathfinding.Examples.PathTypesDemo.multipoints | pathtypesdemo.html#multipoints | |
| 956 | Pathfinding.Examples.PathTypesDemo.onlyShortestPath | pathtypesdemo.html#onlyShortestPath | |
| 957 | Pathfinding.Examples.PathTypesDemo.pathOffset | pathtypesdemo.html#pathOffset | Offset from the real path to where it is rendered. \n\nUsed to avoid z-fighting |
| 958 | Pathfinding.Examples.PathTypesDemo.searchLength | pathtypesdemo.html#searchLength | |
| 959 | Pathfinding.Examples.PathTypesDemo.spread | pathtypesdemo.html#spread | |
| 960 | Pathfinding.Examples.PathTypesDemo.squareMat | pathtypesdemo.html#squareMat | Material used for rendering result of the ConstantPath. |
| 961 | Pathfinding.Examples.PathTypesDemo.start | pathtypesdemo.html#start | Start of paths. |
| 962 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.density | proceduralprefab.html#density | Number of objects per square world unit. |
| 963 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.maxScale | proceduralprefab.html#maxScale | Maximum scale of prefab. |
| 964 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.minScale | proceduralprefab.html#minScale | Minimum scale of prefab. |
| 965 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlin | proceduralprefab.html#perlin | Multiply by [perlin noise]. \n\nValue from 0 to 1 indicating weight. |
| 966 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinOffset | proceduralprefab.html#perlinOffset | Some offset to avoid identical density maps. |
| 967 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinPower | proceduralprefab.html#perlinPower | Perlin will be raised to this power. \n\nA higher value gives more distinct edges |
| 968 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinScale | proceduralprefab.html#perlinScale | Perlin noise scale. \n\nA higher value spreads out the maximums and minimums of the density. |
| 969 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.prefab | proceduralprefab.html#prefab | Prefab to use. |
| 970 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.random | proceduralprefab.html#random | Multiply by [random]. \n\nValue from 0 to 1 indicating weight. |
| 971 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.randomRotation | proceduralprefab.html#randomRotation | |
| 972 | Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.singleFixed | proceduralprefab.html#singleFixed | If checked, a single object will be created in the center of each tile. |
| 973 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.destroyed | proceduraltile.html#destroyed | |
| 974 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.ie | proceduraltile.html#ie | |
| 975 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.rnd | proceduraltile.html#rnd | |
| 976 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.root | proceduraltile.html#root | |
| 977 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.world | proceduraltile.html#world | |
| 978 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.x | proceduraltile.html#x | |
| 979 | Pathfinding.Examples.ProceduralWorld.ProceduralTile.z | proceduraltile.html#z | |
| 980 | Pathfinding.Examples.ProceduralWorld.RotationRandomness | proceduralworld.html#RotationRandomness | |
| 981 | Pathfinding.Examples.ProceduralWorld.disableAsyncLoadWithinRange | proceduralworld.html#disableAsyncLoadWithinRange | |
| 982 | Pathfinding.Examples.ProceduralWorld.prefabs | proceduralworld.html#prefabs | |
| 983 | Pathfinding.Examples.ProceduralWorld.range | proceduralworld.html#range | How far away to generate tiles. |
| 984 | Pathfinding.Examples.ProceduralWorld.staticBatching | proceduralworld.html#staticBatching | Enable static batching on generated tiles. \n\nWill improve overall FPS, but might cause FPS drops on some frames when static batching is done |
| 985 | Pathfinding.Examples.ProceduralWorld.subTiles | proceduralworld.html#subTiles | |
| 986 | Pathfinding.Examples.ProceduralWorld.target | proceduralworld.html#target | |
| 987 | Pathfinding.Examples.ProceduralWorld.tileGenerationQueue | proceduralworld.html#tileGenerationQueue | |
| 988 | Pathfinding.Examples.ProceduralWorld.tileSize | proceduralworld.html#tileSize | World size of tiles. |
| 989 | Pathfinding.Examples.ProceduralWorld.tiles | proceduralworld.html#tiles | All tiles. |
| 990 | Pathfinding.Examples.RTS.BTContext.animator | btcontext.html#animator | |
| 991 | Pathfinding.Examples.RTS.BTContext.transform | btcontext.html#transform | |
| 992 | Pathfinding.Examples.RTS.BTContext.unit | btcontext.html#unit | |
| 993 | Pathfinding.Examples.RTS.BTMove.destination | btmove.html#destination | |
| 994 | Pathfinding.Examples.RTS.BTNode.lastStatus | btnode.html#lastStatus | |
| 995 | Pathfinding.Examples.RTS.BTSelector.childIndex | btselector.html#childIndex | |
| 996 | Pathfinding.Examples.RTS.BTSelector.children | btselector.html#children | |
| 997 | Pathfinding.Examples.RTS.BTSequence.childIndex | btsequence.html#childIndex | |
| 998 | Pathfinding.Examples.RTS.BTSequence.children | btsequence.html#children | |
| 999 | Pathfinding.Examples.RTS.BTTransparent.child | bttransparent.html#child | |
| 1000 | Pathfinding.Examples.RTS.Binding.getter | binding.html#getter | |
| 1001 | Pathfinding.Examples.RTS.Binding.setter | binding.html#setter | |
| 1002 | Pathfinding.Examples.RTS.Binding.val | binding.html#val | |
| 1003 | Pathfinding.Examples.RTS.Binding.value | binding.html#value | |
| 1004 | Pathfinding.Examples.RTS.Condition.predicate | condition.html#predicate | |
| 1005 | Pathfinding.Examples.RTS.FindClosestUnit.reserve | findclosestunit.html#reserve | |
| 1006 | Pathfinding.Examples.RTS.FindClosestUnit.target | findclosestunit.html#target | |
| 1007 | Pathfinding.Examples.RTS.FindClosestUnit.type | findclosestunit.html#type | |
| 1008 | Pathfinding.Examples.RTS.Harvest.duration | harvest.html#duration | |
| 1009 | Pathfinding.Examples.RTS.Harvest.resource | harvest.html#resource | |
| 1010 | Pathfinding.Examples.RTS.Harvest.time | harvest.html#time | |
| 1011 | Pathfinding.Examples.RTS.MovementMode | rts.html#MovementMode | |
| 1012 | Pathfinding.Examples.RTS.Once.child | once.html#child | |
| 1013 | Pathfinding.Examples.RTS.RTSAudio.Source.available | source.html#available | |
| 1014 | Pathfinding.Examples.RTS.RTSAudio.Source.source | source.html#source | |
| 1015 | Pathfinding.Examples.RTS.RTSAudio.sources | rtsaudio.html#sources | |
| 1016 | Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.buildingTime | unititem.html#buildingTime | |
| 1017 | Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.cost | unititem.html#cost | |
| 1018 | Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.menuItem | unititem.html#menuItem | |
| 1019 | Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.prefab | unititem.html#prefab | |
| 1020 | Pathfinding.Examples.RTS.RTSBuildingBarracks.items | rtsbuildingbarracks.html#items | |
| 1021 | Pathfinding.Examples.RTS.RTSBuildingBarracks.maxQueueSize | rtsbuildingbarracks.html#maxQueueSize | |
| 1022 | Pathfinding.Examples.RTS.RTSBuildingBarracks.menu | rtsbuildingbarracks.html#menu | |
| 1023 | Pathfinding.Examples.RTS.RTSBuildingBarracks.queue | rtsbuildingbarracks.html#queue | |
| 1024 | Pathfinding.Examples.RTS.RTSBuildingBarracks.queueProgressFraction | rtsbuildingbarracks.html#queueProgressFraction | |
| 1025 | Pathfinding.Examples.RTS.RTSBuildingBarracks.queueStartTime | rtsbuildingbarracks.html#queueStartTime | |
| 1026 | Pathfinding.Examples.RTS.RTSBuildingBarracks.rallyPoint | rtsbuildingbarracks.html#rallyPoint | |
| 1027 | Pathfinding.Examples.RTS.RTSBuildingBarracks.spawnPoint | rtsbuildingbarracks.html#spawnPoint | |
| 1028 | Pathfinding.Examples.RTS.RTSBuildingBarracks.unit | rtsbuildingbarracks.html#unit | |
| 1029 | Pathfinding.Examples.RTS.RTSBuildingButton.cost | rtsbuildingbutton.html#cost | |
| 1030 | Pathfinding.Examples.RTS.RTSBuildingButton.prefab | rtsbuildingbutton.html#prefab | |
| 1031 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.icon | queitem.html#icon | |
| 1032 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.progress | queitem.html#progress | |
| 1033 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.root | queitem.html#root | |
| 1034 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.parent | uiitem.html#parent | |
| 1035 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.queItems | uiitem.html#queItems | |
| 1036 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.building | rtsbuildingqueueui.html#building | |
| 1037 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.item | rtsbuildingqueueui.html#item | |
| 1038 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.prefab | rtsbuildingqueueui.html#prefab | |
| 1039 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.screenOffset | rtsbuildingqueueui.html#screenOffset | |
| 1040 | Pathfinding.Examples.RTS.RTSBuildingQueueUI.worldOffset | rtsbuildingqueueui.html#worldOffset | |
| 1041 | Pathfinding.Examples.RTS.RTSHarvestableResource.harvestable | rtsharvestableresource.html#harvestable | |
| 1042 | Pathfinding.Examples.RTS.RTSHarvestableResource.resourceType | rtsharvestableresource.html#resourceType | |
| 1043 | Pathfinding.Examples.RTS.RTSHarvestableResource.value | rtsharvestableresource.html#value | |
| 1044 | Pathfinding.Examples.RTS.RTSHarvester.animator | rtsharvester.html#animator | |
| 1045 | Pathfinding.Examples.RTS.RTSHarvester.behave | rtsharvester.html#behave | |
| 1046 | Pathfinding.Examples.RTS.RTSHarvester.ctx | rtsharvester.html#ctx | |
| 1047 | Pathfinding.Examples.RTS.RTSHarvester.unit | rtsharvester.html#unit | |
| 1048 | Pathfinding.Examples.RTS.RTSManager.PlayerCount | rtsmanager.html#PlayerCount | |
| 1049 | Pathfinding.Examples.RTS.RTSManager.audioManager | rtsmanager.html#audioManager | |
| 1050 | Pathfinding.Examples.RTS.RTSManager.instance | rtsmanager.html#instance | |
| 1051 | Pathfinding.Examples.RTS.RTSManager.players | rtsmanager.html#players | |
| 1052 | Pathfinding.Examples.RTS.RTSManager.units | rtsmanager.html#units | |
| 1053 | Pathfinding.Examples.RTS.RTSPlayer.index | rtsplayer.html#index | |
| 1054 | Pathfinding.Examples.RTS.RTSPlayer.resources | rtsplayer.html#resources | |
| 1055 | Pathfinding.Examples.RTS.RTSPlayerResources.resources | rtsplayerresources.html#resources | |
| 1056 | Pathfinding.Examples.RTS.RTSResourceDeterioration.initialResources | rtsresourcedeterioration.html#initialResources | |
| 1057 | Pathfinding.Examples.RTS.RTSResourceDeterioration.maxOffset | rtsresourcedeterioration.html#maxOffset | |
| 1058 | Pathfinding.Examples.RTS.RTSResourceDeterioration.offsetRoot | rtsresourcedeterioration.html#offsetRoot | |
| 1059 | Pathfinding.Examples.RTS.RTSResourceDeterioration.resource | rtsresourcedeterioration.html#resource | |
| 1060 | Pathfinding.Examples.RTS.RTSResourceView.Item.label | item2.html#label | |
| 1061 | Pathfinding.Examples.RTS.RTSResourceView.Item.name | item2.html#name | |
| 1062 | Pathfinding.Examples.RTS.RTSResourceView.Item.resource | item2.html#resource | |
| 1063 | Pathfinding.Examples.RTS.RTSResourceView.Item.smoothedValue | item2.html#smoothedValue | |
| 1064 | Pathfinding.Examples.RTS.RTSResourceView.adjustmentSpeed | rtsresourceview.html#adjustmentSpeed | |
| 1065 | Pathfinding.Examples.RTS.RTSResourceView.items | rtsresourceview.html#items | |
| 1066 | Pathfinding.Examples.RTS.RTSResourceView.team | rtsresourceview.html#team | |
| 1067 | Pathfinding.Examples.RTS.RTSTimedDestruction.time | rtstimeddestruction.html#time | |
| 1068 | Pathfinding.Examples.RTS.RTSUI.Menu.itemPrefab | menu.html#itemPrefab | |
| 1069 | Pathfinding.Examples.RTS.RTSUI.Menu.root | menu.html#root | |
| 1070 | Pathfinding.Examples.RTS.RTSUI.MenuItem.description | menuitem.html#description | |
| 1071 | Pathfinding.Examples.RTS.RTSUI.MenuItem.icon | menuitem.html#icon | |
| 1072 | Pathfinding.Examples.RTS.RTSUI.MenuItem.label | menuitem.html#label | |
| 1073 | Pathfinding.Examples.RTS.RTSUI.State | rtsui.html#State | |
| 1074 | Pathfinding.Examples.RTS.RTSUI.active | rtsui.html#active | |
| 1075 | Pathfinding.Examples.RTS.RTSUI.activeMenu | rtsui.html#activeMenu | |
| 1076 | Pathfinding.Examples.RTS.RTSUI.buildingInfo | rtsui.html#buildingInfo | |
| 1077 | Pathfinding.Examples.RTS.RTSUI.buildingPreview | rtsui.html#buildingPreview | |
| 1078 | Pathfinding.Examples.RTS.RTSUI.click | rtsui.html#click | |
| 1079 | Pathfinding.Examples.RTS.RTSUI.clickFallback | rtsui.html#clickFallback | |
| 1080 | Pathfinding.Examples.RTS.RTSUI.dragStart | rtsui.html#dragStart | |
| 1081 | Pathfinding.Examples.RTS.RTSUI.groundMask | rtsui.html#groundMask | |
| 1082 | Pathfinding.Examples.RTS.RTSUI.hasSelected | rtsui.html#hasSelected | |
| 1083 | Pathfinding.Examples.RTS.RTSUI.ignoreFrame | rtsui.html#ignoreFrame | |
| 1084 | Pathfinding.Examples.RTS.RTSUI.menuItemPrefab | rtsui.html#menuItemPrefab | |
| 1085 | Pathfinding.Examples.RTS.RTSUI.menuRoot | rtsui.html#menuRoot | |
| 1086 | Pathfinding.Examples.RTS.RTSUI.notEnoughResources | rtsui.html#notEnoughResources | |
| 1087 | Pathfinding.Examples.RTS.RTSUI.selectionBox | rtsui.html#selectionBox | |
| 1088 | Pathfinding.Examples.RTS.RTSUI.state | rtsui.html#state | |
| 1089 | Pathfinding.Examples.RTS.RTSUI.worldSpaceUI | rtsui.html#worldSpaceUI | |
| 1090 | Pathfinding.Examples.RTS.RTSUnit.OnUpdateDelegate | rtsunit.html#OnUpdateDelegate | |
| 1091 | Pathfinding.Examples.RTS.RTSUnit.Type | rtsunit.html#Type | |
| 1092 | Pathfinding.Examples.RTS.RTSUnit.ai | rtsunit.html#ai | |
| 1093 | Pathfinding.Examples.RTS.RTSUnit.attackTarget | rtsunit.html#attackTarget | |
| 1094 | Pathfinding.Examples.RTS.RTSUnit.deathEffect | rtsunit.html#deathEffect | |
| 1095 | Pathfinding.Examples.RTS.RTSUnit.detectionRange | rtsunit.html#detectionRange | |
| 1096 | Pathfinding.Examples.RTS.RTSUnit.health | rtsunit.html#health | |
| 1097 | Pathfinding.Examples.RTS.RTSUnit.lastDestination | rtsunit.html#lastDestination | |
| 1098 | Pathfinding.Examples.RTS.RTSUnit.lastSeenAttackTarget | rtsunit.html#lastSeenAttackTarget | |
| 1099 | Pathfinding.Examples.RTS.RTSUnit.locked | rtsunit.html#locked | |
| 1100 | Pathfinding.Examples.RTS.RTSUnit.mSelected | rtsunit.html#mSelected | |
| 1101 | Pathfinding.Examples.RTS.RTSUnit.maxHealth | rtsunit.html#maxHealth | |
| 1102 | Pathfinding.Examples.RTS.RTSUnit.movementMode | rtsunit.html#movementMode | |
| 1103 | Pathfinding.Examples.RTS.RTSUnit.onMakeActiveUnit | rtsunit.html#onMakeActiveUnit | |
| 1104 | Pathfinding.Examples.RTS.RTSUnit.owner | rtsunit.html#owner | |
| 1105 | Pathfinding.Examples.RTS.RTSUnit.position | rtsunit.html#position | Position at the start of the current frame. |
| 1106 | Pathfinding.Examples.RTS.RTSUnit.radius | rtsunit.html#radius | |
| 1107 | Pathfinding.Examples.RTS.RTSUnit.reachedDestination | rtsunit.html#reachedDestination | |
| 1108 | Pathfinding.Examples.RTS.RTSUnit.reservedBy | rtsunit.html#reservedBy | |
| 1109 | Pathfinding.Examples.RTS.RTSUnit.resource | rtsunit.html#resource | |
| 1110 | Pathfinding.Examples.RTS.RTSUnit.rvo | rtsunit.html#rvo | |
| 1111 | Pathfinding.Examples.RTS.RTSUnit.selected | rtsunit.html#selected | |
| 1112 | Pathfinding.Examples.RTS.RTSUnit.selectionIndicator | rtsunit.html#selectionIndicator | |
| 1113 | Pathfinding.Examples.RTS.RTSUnit.selectionIndicatorEnabled | rtsunit.html#selectionIndicatorEnabled | |
| 1114 | Pathfinding.Examples.RTS.RTSUnit.storedCrystals | rtsunit.html#storedCrystals | |
| 1115 | Pathfinding.Examples.RTS.RTSUnit.team | rtsunit.html#team | |
| 1116 | Pathfinding.Examples.RTS.RTSUnit.transform | rtsunit.html#transform | |
| 1117 | Pathfinding.Examples.RTS.RTSUnit.type | rtsunit.html#type | |
| 1118 | Pathfinding.Examples.RTS.RTSUnit.weapon | rtsunit.html#weapon | |
| 1119 | Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.cost | buildingitem.html#cost | |
| 1120 | Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.menuItem | buildingitem.html#menuItem | |
| 1121 | Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.prefab | buildingitem.html#prefab | |
| 1122 | Pathfinding.Examples.RTS.RTSUnitBuilder.items | rtsunitbuilder.html#items | |
| 1123 | Pathfinding.Examples.RTS.RTSUnitBuilder.menu | rtsunitbuilder.html#menu | |
| 1124 | Pathfinding.Examples.RTS.RTSUnitBuilder.unit | rtsunitbuilder.html#unit | |
| 1125 | Pathfinding.Examples.RTS.RTSUnitManager.activeUnit | rtsunitmanager.html#activeUnit | |
| 1126 | Pathfinding.Examples.RTS.RTSUnitManager.batchSelection | rtsunitmanager.html#batchSelection | |
| 1127 | Pathfinding.Examples.RTS.RTSUnitManager.cam | rtsunitmanager.html#cam | |
| 1128 | Pathfinding.Examples.RTS.RTSUnitManager.mActiveUnit | rtsunitmanager.html#mActiveUnit | |
| 1129 | Pathfinding.Examples.RTS.RTSUnitManager.selectedUnits | rtsunitmanager.html#selectedUnits | |
| 1130 | Pathfinding.Examples.RTS.RTSUnitManager.units | rtsunitmanager.html#units | |
| 1131 | Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.count | wave.html#count | |
| 1132 | Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.delay | wave.html#delay | |
| 1133 | Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.health | wave.html#health | |
| 1134 | Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.prefab | wave.html#prefab | |
| 1135 | Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.spawnPoint | wave.html#spawnPoint | |
| 1136 | Pathfinding.Examples.RTS.RTSWaveSpawner.target | rtswavespawner.html#target | |
| 1137 | Pathfinding.Examples.RTS.RTSWaveSpawner.team | rtswavespawner.html#team | |
| 1138 | Pathfinding.Examples.RTS.RTSWaveSpawner.waveCounter | rtswavespawner.html#waveCounter | |
| 1139 | Pathfinding.Examples.RTS.RTSWaveSpawner.waves | rtswavespawner.html#waves | |
| 1140 | Pathfinding.Examples.RTS.RTSWeapon.attackDuration | rtsweapon.html#attackDuration | |
| 1141 | Pathfinding.Examples.RTS.RTSWeapon.canMoveWhileAttacking | rtsweapon.html#canMoveWhileAttacking | |
| 1142 | Pathfinding.Examples.RTS.RTSWeapon.cooldown | rtsweapon.html#cooldown | |
| 1143 | Pathfinding.Examples.RTS.RTSWeapon.isAttacking | rtsweapon.html#isAttacking | |
| 1144 | Pathfinding.Examples.RTS.RTSWeapon.lastAttackTime | rtsweapon.html#lastAttackTime | |
| 1145 | Pathfinding.Examples.RTS.RTSWeapon.range | rtsweapon.html#range | |
| 1146 | Pathfinding.Examples.RTS.RTSWeapon.ranged | rtsweapon.html#ranged | |
| 1147 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.damage | rtsweaponsimpleranged.html#damage | |
| 1148 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.rotationRootY | rtsweaponsimpleranged.html#rotationRootY | |
| 1149 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.rotationSpeed | rtsweaponsimpleranged.html#rotationSpeed | |
| 1150 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sfx | rtsweaponsimpleranged.html#sfx | |
| 1151 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sourceEffect | rtsweaponsimpleranged.html#sourceEffect | |
| 1152 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sourceEffectRoot | rtsweaponsimpleranged.html#sourceEffectRoot | |
| 1153 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.targetEffect | rtsweaponsimpleranged.html#targetEffect | |
| 1154 | Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.volume | rtsweaponsimpleranged.html#volume | |
| 1155 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.screenOffset | item3.html#screenOffset | |
| 1156 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.tracking | item3.html#tracking | |
| 1157 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.transform | item3.html#transform | |
| 1158 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.valid | item3.html#valid | |
| 1159 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.worldOffset | item3.html#worldOffset | |
| 1160 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.items | rtsworldspaceui.html#items | |
| 1161 | Pathfinding.Examples.RTS.RTSWorldSpaceUI.worldCamera | rtsworldspaceui.html#worldCamera | |
| 1162 | Pathfinding.Examples.RTS.ResourceType | rts.html#ResourceType | |
| 1163 | Pathfinding.Examples.RTS.SimpleAction.action | simpleaction.html#action | |
| 1164 | Pathfinding.Examples.RTS.Status | rts.html#Status | |
| 1165 | Pathfinding.Examples.RTS.Value.Bound | value.html#Bound | |
| 1166 | Pathfinding.Examples.RTS.Value.binding | value.html#binding | |
| 1167 | Pathfinding.Examples.RTS.Value.val | value.html#val | |
| 1168 | Pathfinding.Examples.RTS.Value.value | value.html#value | |
| 1169 | Pathfinding.Examples.RTSTiltInMovementDirection.accelerationFraction | rtstiltinmovementdirection.html#accelerationFraction | |
| 1170 | Pathfinding.Examples.RTSTiltInMovementDirection.ai | rtstiltinmovementdirection.html#ai | |
| 1171 | Pathfinding.Examples.RTSTiltInMovementDirection.amount | rtstiltinmovementdirection.html#amount | |
| 1172 | Pathfinding.Examples.RTSTiltInMovementDirection.lastVelocity | rtstiltinmovementdirection.html#lastVelocity | |
| 1173 | Pathfinding.Examples.RTSTiltInMovementDirection.motorSound | rtstiltinmovementdirection.html#motorSound | |
| 1174 | Pathfinding.Examples.RTSTiltInMovementDirection.smoothAcceleration | rtstiltinmovementdirection.html#smoothAcceleration | |
| 1175 | Pathfinding.Examples.RTSTiltInMovementDirection.soundAdjustmentSpeed | rtstiltinmovementdirection.html#soundAdjustmentSpeed | |
| 1176 | Pathfinding.Examples.RTSTiltInMovementDirection.soundGain | rtstiltinmovementdirection.html#soundGain | |
| 1177 | Pathfinding.Examples.RTSTiltInMovementDirection.soundIdleVolume | rtstiltinmovementdirection.html#soundIdleVolume | |
| 1178 | Pathfinding.Examples.RTSTiltInMovementDirection.soundPitchGain | rtstiltinmovementdirection.html#soundPitchGain | |
| 1179 | Pathfinding.Examples.RTSTiltInMovementDirection.speed | rtstiltinmovementdirection.html#speed | |
| 1180 | Pathfinding.Examples.RTSTiltInMovementDirection.target | rtstiltinmovementdirection.html#target | |
| 1181 | Pathfinding.Examples.RVOAgentPlacer.agents | rvoagentplacer.html#agents | |
| 1182 | Pathfinding.Examples.RVOAgentPlacer.goalOffset | rvoagentplacer.html#goalOffset | |
| 1183 | Pathfinding.Examples.RVOAgentPlacer.mask | rvoagentplacer.html#mask | |
| 1184 | Pathfinding.Examples.RVOAgentPlacer.prefab | rvoagentplacer.html#prefab | |
| 1185 | Pathfinding.Examples.RVOAgentPlacer.rad2Deg | rvoagentplacer.html#rad2Deg | |
| 1186 | Pathfinding.Examples.RVOAgentPlacer.repathRate | rvoagentplacer.html#repathRate | |
| 1187 | Pathfinding.Examples.RVOAgentPlacer.ringSize | rvoagentplacer.html#ringSize | |
| 1188 | Pathfinding.Examples.RVOExampleAgent.canSearchAgain | rvoexampleagent.html#canSearchAgain | |
| 1189 | Pathfinding.Examples.RVOExampleAgent.controller | rvoexampleagent.html#controller | |
| 1190 | Pathfinding.Examples.RVOExampleAgent.groundMask | rvoexampleagent.html#groundMask | |
| 1191 | Pathfinding.Examples.RVOExampleAgent.maxSpeed | rvoexampleagent.html#maxSpeed | |
| 1192 | Pathfinding.Examples.RVOExampleAgent.moveNextDist | rvoexampleagent.html#moveNextDist | |
| 1193 | Pathfinding.Examples.RVOExampleAgent.nextRepath | rvoexampleagent.html#nextRepath | |
| 1194 | Pathfinding.Examples.RVOExampleAgent.path | rvoexampleagent.html#path | |
| 1195 | Pathfinding.Examples.RVOExampleAgent.rends | rvoexampleagent.html#rends | |
| 1196 | Pathfinding.Examples.RVOExampleAgent.repathRate | rvoexampleagent.html#repathRate | |
| 1197 | Pathfinding.Examples.RVOExampleAgent.seeker | rvoexampleagent.html#seeker | |
| 1198 | Pathfinding.Examples.RVOExampleAgent.slowdownDistance | rvoexampleagent.html#slowdownDistance | |
| 1199 | Pathfinding.Examples.RVOExampleAgent.target | rvoexampleagent.html#target | |
| 1200 | Pathfinding.Examples.RVOExampleAgent.vectorPath | rvoexampleagent.html#vectorPath | |
| 1201 | Pathfinding.Examples.RVOExampleAgent.wp | rvoexampleagent.html#wp | |
| 1202 | Pathfinding.Examples.SmoothCameraFollow.damping | smoothcamerafollow.html#damping | |
| 1203 | Pathfinding.Examples.SmoothCameraFollow.distance | smoothcamerafollow.html#distance | |
| 1204 | Pathfinding.Examples.SmoothCameraFollow.enableRotation | smoothcamerafollow.html#enableRotation | |
| 1205 | Pathfinding.Examples.SmoothCameraFollow.height | smoothcamerafollow.html#height | |
| 1206 | Pathfinding.Examples.SmoothCameraFollow.rotationDamping | smoothcamerafollow.html#rotationDamping | |
| 1207 | Pathfinding.Examples.SmoothCameraFollow.smoothRotation | smoothcamerafollow.html#smoothRotation | |
| 1208 | Pathfinding.Examples.SmoothCameraFollow.staticOffset | smoothcamerafollow.html#staticOffset | |
| 1209 | Pathfinding.Examples.SmoothCameraFollow.target | smoothcamerafollow.html#target | |
| 1210 | Pathfinding.Examples.TurnBasedAI.blockManager | turnbasedai.html#blockManager | |
| 1211 | Pathfinding.Examples.TurnBasedAI.blocker | turnbasedai.html#blocker | |
| 1212 | Pathfinding.Examples.TurnBasedAI.movementPoints | turnbasedai.html#movementPoints | |
| 1213 | Pathfinding.Examples.TurnBasedAI.targetNode | turnbasedai.html#targetNode | |
| 1214 | Pathfinding.Examples.TurnBasedAI.traversalProvider | turnbasedai.html#traversalProvider | |
| 1215 | Pathfinding.Examples.TurnBasedDoor.animator | turnbaseddoor.html#animator | |
| 1216 | Pathfinding.Examples.TurnBasedDoor.blocker | turnbaseddoor.html#blocker | |
| 1217 | Pathfinding.Examples.TurnBasedDoor.open | turnbaseddoor.html#open | |
| 1218 | Pathfinding.Examples.TurnBasedManager.State | turnbasedmanager.html#State | |
| 1219 | Pathfinding.Examples.TurnBasedManager.eventSystem | turnbasedmanager.html#eventSystem | |
| 1220 | Pathfinding.Examples.TurnBasedManager.layerMask | turnbasedmanager.html#layerMask | |
| 1221 | Pathfinding.Examples.TurnBasedManager.movementSpeed | turnbasedmanager.html#movementSpeed | |
| 1222 | Pathfinding.Examples.TurnBasedManager.nodePrefab | turnbasedmanager.html#nodePrefab | |
| 1223 | Pathfinding.Examples.TurnBasedManager.possibleMoves | turnbasedmanager.html#possibleMoves | |
| 1224 | Pathfinding.Examples.TurnBasedManager.selected | turnbasedmanager.html#selected | |
| 1225 | Pathfinding.Examples.TurnBasedManager.state | turnbasedmanager.html#state | |
| 1226 | Pathfinding.FadeArea.animationSpeed | fadearea.html#animationSpeed | |
| 1227 | Pathfinding.FadeArea.areaStyle | fadearea.html#areaStyle | |
| 1228 | Pathfinding.FadeArea.editor | fadearea.html#editor | |
| 1229 | Pathfinding.FadeArea.fancyEffects | fadearea.html#fancyEffects | Animate dropdowns when they open and close. |
| 1230 | Pathfinding.FadeArea.labelStyle | fadearea.html#labelStyle | |
| 1231 | Pathfinding.FadeArea.lastRect | fadearea.html#lastRect | |
| 1232 | Pathfinding.FadeArea.lastUpdate | fadearea.html#lastUpdate | |
| 1233 | Pathfinding.FadeArea.open | fadearea.html#open | Is this area open. \n\nThis is not the same as if any contents are visible, use BeginFade for that. |
| 1234 | Pathfinding.FadeArea.value | fadearea.html#value | |
| 1235 | Pathfinding.FadeArea.visible | fadearea.html#visible | |
| 1236 | Pathfinding.FakeTransform.position | faketransform.html#position | |
| 1237 | Pathfinding.FakeTransform.rotation | faketransform.html#rotation | |
| 1238 | Pathfinding.FloodPath.TemporaryNodeBit | floodpath.html#TemporaryNodeBit | |
| 1239 | Pathfinding.FloodPath.originalStartPoint | floodpath.html#originalStartPoint | |
| 1240 | Pathfinding.FloodPath.parents | floodpath.html#parents | |
| 1241 | Pathfinding.FloodPath.saveParents | floodpath.html#saveParents | If false, will not save any information. \n\nUsed by some internal parts of the system which doesn't need it. |
| 1242 | Pathfinding.FloodPath.startNode | floodpath.html#startNode | |
| 1243 | Pathfinding.FloodPath.startPoint | floodpath.html#startPoint | |
| 1244 | Pathfinding.FloodPath.validationHash | floodpath.html#validationHash | |
| 1245 | Pathfinding.FloodPathConstraint.path | floodpathconstraint.html#path | |
| 1246 | Pathfinding.FloodPathTracer.flood | floodpathtracer.html#flood | Reference to the FloodPath which searched the path originally. |
| 1247 | Pathfinding.FloodPathTracer.hasEndPoint | floodpathtracer.html#hasEndPoint | |
| 1248 | Pathfinding.FollowerEntity.FollowerEntityMigrations | followerentity.html#FollowerEntityMigrations | |
| 1249 | Pathfinding.FollowerEntity.ShapeGizmoColor | followerentity.html#ShapeGizmoColor | |
| 1250 | Pathfinding.FollowerEntity.achetypeWorld | followerentity.html#achetypeWorld | |
| 1251 | Pathfinding.FollowerEntity.agentCylinderShapeAccessRO | followerentity.html#agentCylinderShapeAccessRO | |
| 1252 | Pathfinding.FollowerEntity.agentCylinderShapeAccessRW | followerentity.html#agentCylinderShapeAccessRW | |
| 1253 | Pathfinding.FollowerEntity.agentOffMeshLinkTraversalRO | followerentity.html#agentOffMeshLinkTraversalRO | |
| 1254 | Pathfinding.FollowerEntity.archetype | followerentity.html#archetype | |
| 1255 | Pathfinding.FollowerEntity.autoRepath | followerentity.html#autoRepath | Policy for when the agent recalculates its path. \n\n[more in online documentation] |
| 1256 | Pathfinding.FollowerEntity.autoRepathBacking | followerentity.html#autoRepathBacking | |
| 1257 | Pathfinding.FollowerEntity.autoRepathPolicyRW | followerentity.html#autoRepathPolicyRW | |
| 1258 | Pathfinding.FollowerEntity.canMove | followerentity.html#canMove | Enables 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] |
| 1259 | Pathfinding.FollowerEntity.canSearch | followerentity.html#canSearch | Enables 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] |
| 1260 | Pathfinding.FollowerEntity.currentNode | followerentity.html#currentNode | Node 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. |
| 1261 | Pathfinding.FollowerEntity.debugFlags | followerentity.html#debugFlags | Enables 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] |
| 1262 | Pathfinding.FollowerEntity.desiredVelocity | followerentity.html#desiredVelocity | Velocity 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] |
| 1263 | Pathfinding.FollowerEntity.desiredVelocityWithoutLocalAvoidance | followerentity.html#desiredVelocityWithoutLocalAvoidance | Velocity 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] |
| 1264 | Pathfinding.FollowerEntity.destination | followerentity.html#destination | Position 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] |
| 1265 | Pathfinding.FollowerEntity.destinationFacingDirection | followerentity.html#destinationFacingDirection | Direction 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] |
| 1266 | Pathfinding.FollowerEntity.destinationPointAccessRO | followerentity.html#destinationPointAccessRO | |
| 1267 | Pathfinding.FollowerEntity.destinationPointAccessRW | followerentity.html#destinationPointAccessRW | |
| 1268 | Pathfinding.FollowerEntity.enableGravity | followerentity.html#enableGravity | Enables 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] |
| 1269 | Pathfinding.FollowerEntity.enableLocalAvoidance | followerentity.html#enableLocalAvoidance | True 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] |
| 1270 | Pathfinding.FollowerEntity.endOfPath | followerentity.html#endOfPath | End 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] |
| 1271 | Pathfinding.FollowerEntity.entity | followerentity.html#entity | Entity 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. |
| 1272 | Pathfinding.FollowerEntity.entityExists | followerentity.html#entityExists | True 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] |
| 1273 | Pathfinding.FollowerEntity.entityStorageCache | followerentity.html#entityStorageCache | |
| 1274 | Pathfinding.FollowerEntity.groundMask | followerentity.html#groundMask | Determines 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. |
| 1275 | Pathfinding.FollowerEntity.hasPath | followerentity.html#hasPath | True 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. |
| 1276 | Pathfinding.FollowerEntity.height | followerentity.html#height | Height 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. |
| 1277 | Pathfinding.FollowerEntity.indicesScratch | followerentity.html#indicesScratch | |
| 1278 | Pathfinding.FollowerEntity.isStopped | followerentity.html#isStopped | Gets 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. |
| 1279 | Pathfinding.FollowerEntity.isTraversingOffMeshLink | followerentity.html#isTraversingOffMeshLink | True if the agent is currently traversing an off-mesh link. \n\n[more in online documentation] |
| 1280 | Pathfinding.FollowerEntity.localTransformAccessRO | followerentity.html#localTransformAccessRO | |
| 1281 | Pathfinding.FollowerEntity.localTransformAccessRW | followerentity.html#localTransformAccessRW | |
| 1282 | Pathfinding.FollowerEntity.managedState | followerentity.html#managedState | |
| 1283 | Pathfinding.FollowerEntity.managedStateAccessRO | followerentity.html#managedStateAccessRO | |
| 1284 | Pathfinding.FollowerEntity.managedStateAccessRW | followerentity.html#managedStateAccessRW | |
| 1285 | Pathfinding.FollowerEntity.maxRotationSpeed | followerentity.html#maxRotationSpeed | Maximum 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] |
| 1286 | Pathfinding.FollowerEntity.maxSpeed | followerentity.html#maxSpeed | Max speed in world units per second. |
| 1287 | Pathfinding.FollowerEntity.movement | followerentity.html#movement | |
| 1288 | Pathfinding.FollowerEntity.movementControlAccessRO | followerentity.html#movementControlAccessRO | |
| 1289 | Pathfinding.FollowerEntity.movementControlAccessRW | followerentity.html#movementControlAccessRW | |
| 1290 | Pathfinding.FollowerEntity.movementOutputAccessRW | followerentity.html#movementOutputAccessRW | |
| 1291 | Pathfinding.FollowerEntity.movementOverrides | followerentity.html#movementOverrides | Provides 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] |
| 1292 | Pathfinding.FollowerEntity.movementPlane | followerentity.html#movementPlane | The 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. |
| 1293 | Pathfinding.FollowerEntity.movementPlaneAccessRO | followerentity.html#movementPlaneAccessRO | |
| 1294 | Pathfinding.FollowerEntity.movementPlaneAccessRW | followerentity.html#movementPlaneAccessRW | |
| 1295 | Pathfinding.FollowerEntity.movementPlaneSourceBacking | followerentity.html#movementPlaneSourceBacking | |
| 1296 | Pathfinding.FollowerEntity.movementSettings | followerentity.html#movementSettings | Various movement settings. \n\nSome of these settings are exposed on the FollowerEntity directly. For example maxSpeed.\n\n[more in online documentation] |
| 1297 | Pathfinding.FollowerEntity.movementSettingsAccessRO | followerentity.html#movementSettingsAccessRO | |
| 1298 | Pathfinding.FollowerEntity.movementSettingsAccessRW | followerentity.html#movementSettingsAccessRW | |
| 1299 | Pathfinding.FollowerEntity.movementStateAccessRO | followerentity.html#movementStateAccessRO | |
| 1300 | Pathfinding.FollowerEntity.movementStateAccessRW | followerentity.html#movementStateAccessRW | |
| 1301 | Pathfinding.FollowerEntity.nextCornersScratch | followerentity.html#nextCornersScratch | |
| 1302 | Pathfinding.FollowerEntity.offMeshLink | followerentity.html#offMeshLink | The 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] |
| 1303 | Pathfinding.FollowerEntity.onSearchPath | followerentity.html#onSearchPath | Called 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] |
| 1304 | Pathfinding.FollowerEntity.onTraverseOffMeshLink | followerentity.html#onTraverseOffMeshLink | Callback 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] |
| 1305 | Pathfinding.FollowerEntity.orientation | followerentity.html#orientation | Determines 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> |
| 1306 | Pathfinding.FollowerEntity.orientationBacking | followerentity.html#orientationBacking | Determines which direction the agent moves in. \n\n[more in online documentation] |
| 1307 | Pathfinding.FollowerEntity.pathPending | followerentity.html#pathPending | True if a path is currently being calculated. |
| 1308 | Pathfinding.FollowerEntity.pathfindingSettings | followerentity.html#pathfindingSettings | Pathfinding 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] |
| 1309 | Pathfinding.FollowerEntity.position | followerentity.html#position | Position 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. |
| 1310 | Pathfinding.FollowerEntity.positionSmoothing | followerentity.html#positionSmoothing | How 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. |
| 1311 | Pathfinding.FollowerEntity.radius | followerentity.html#radius | Radius 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] |
| 1312 | Pathfinding.FollowerEntity.reachedDestination | followerentity.html#reachedDestination | True 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] |
| 1313 | Pathfinding.FollowerEntity.reachedEndOfPath | followerentity.html#reachedEndOfPath | True 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] |
| 1314 | Pathfinding.FollowerEntity.readyToTraverseOffMeshLinkRW | followerentity.html#readyToTraverseOffMeshLinkRW | |
| 1315 | Pathfinding.FollowerEntity.remainingDistance | followerentity.html#remainingDistance | Approximate 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] |
| 1316 | Pathfinding.FollowerEntity.resolvedMovementAccessRO | followerentity.html#resolvedMovementAccessRO | |
| 1317 | Pathfinding.FollowerEntity.resolvedMovementAccessRW | followerentity.html#resolvedMovementAccessRW | |
| 1318 | Pathfinding.FollowerEntity.rotation | followerentity.html#rotation | Rotation 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] |
| 1319 | Pathfinding.FollowerEntity.rotationSmoothing | followerentity.html#rotationSmoothing | How 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. |
| 1320 | Pathfinding.FollowerEntity.rotationSpeed | followerentity.html#rotationSpeed | Desired 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] |
| 1321 | Pathfinding.FollowerEntity.rvoSettings | followerentity.html#rvoSettings | Local avoidance settings. |
| 1322 | Pathfinding.FollowerEntity.scratchReferenceCount | followerentity.html#scratchReferenceCount | |
| 1323 | Pathfinding.FollowerEntity.shape | followerentity.html#shape | |
| 1324 | Pathfinding.FollowerEntity.steeringTarget | followerentity.html#steeringTarget | Point 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. |
| 1325 | Pathfinding.FollowerEntity.stopDistance | followerentity.html#stopDistance | How 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] |
| 1326 | Pathfinding.FollowerEntity.syncPosition | followerentity.html#syncPosition | |
| 1327 | Pathfinding.FollowerEntity.syncRotation | followerentity.html#syncRotation | |
| 1328 | Pathfinding.FollowerEntity.tr | followerentity.html#tr | Cached transform component. |
| 1329 | Pathfinding.FollowerEntity.updatePosition | followerentity.html#updatePosition | Determines 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] |
| 1330 | Pathfinding.FollowerEntity.updateRotation | followerentity.html#updateRotation | Determines 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] |
| 1331 | Pathfinding.FollowerEntity.velocity | followerentity.html#velocity | Actual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation] |
| 1332 | Pathfinding.FollowerEntityEditor.debug | followerentityeditor.html#debug | |
| 1333 | Pathfinding.FollowerEntityEditor.tagPenaltiesOpen | followerentityeditor.html#tagPenaltiesOpen | |
| 1334 | Pathfinding.Funnel.FunnelPortalIndexMask | funnel.html#FunnelPortalIndexMask | |
| 1335 | Pathfinding.Funnel.FunnelPortals.left | funnelportals.html#left | |
| 1336 | Pathfinding.Funnel.FunnelPortals.right | funnelportals.html#right | |
| 1337 | Pathfinding.Funnel.FunnelState.leftFunnel | funnelstate.html#leftFunnel | Left side of the funnel. |
| 1338 | Pathfinding.Funnel.FunnelState.projectionAxis | funnelstate.html#projectionAxis | If 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). |
| 1339 | Pathfinding.Funnel.FunnelState.rightFunnel | funnelstate.html#rightFunnel | Right side of the funnel. |
| 1340 | Pathfinding.Funnel.FunnelState.unwrappedPortals | funnelstate.html#unwrappedPortals | Unwrapped 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. |
| 1341 | Pathfinding.Funnel.PartType | funnel.html#PartType | The type of a PathPart. |
| 1342 | Pathfinding.Funnel.PathPart.endIndex | pathpart.html#endIndex | Index of the last node in this part. |
| 1343 | Pathfinding.Funnel.PathPart.endPoint | pathpart.html#endPoint | Exact end-point of this part or off-mesh link. |
| 1344 | Pathfinding.Funnel.PathPart.startIndex | pathpart.html#startIndex | Index of the first node in this part. |
| 1345 | Pathfinding.Funnel.PathPart.startPoint | pathpart.html#startPoint | Exact start-point of this part or off-mesh link. |
| 1346 | Pathfinding.Funnel.PathPart.type | pathpart.html#type | If this is an off-mesh link or a sequence of nodes in a single graph. |
| 1347 | Pathfinding.Funnel.RightSideBit | funnel.html#RightSideBit | |
| 1348 | Pathfinding.FunnelModifier.FunnelQuality | funnelmodifier.html#FunnelQuality | |
| 1349 | Pathfinding.FunnelModifier.Order | funnelmodifier.html#Order | |
| 1350 | Pathfinding.FunnelModifier.accountForGridPenalties | funnelmodifier.html#accountForGridPenalties | When 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. |
| 1351 | Pathfinding.FunnelModifier.quality | funnelmodifier.html#quality | Determines 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] |
| 1352 | Pathfinding.FunnelModifier.splitAtEveryPortal | funnelmodifier.html#splitAtEveryPortal | Insert 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] |
| 1353 | Pathfinding.GUIUtilityx.colors | guiutilityx.html#colors | |
| 1354 | Pathfinding.GlobalNodeStorage.DebugPathNode.fractionAlongEdge | debugpathnode.html#fractionAlongEdge | |
| 1355 | Pathfinding.GlobalNodeStorage.DebugPathNode.g | debugpathnode.html#g | |
| 1356 | Pathfinding.GlobalNodeStorage.DebugPathNode.h | debugpathnode.html#h | |
| 1357 | Pathfinding.GlobalNodeStorage.DebugPathNode.parentIndex | debugpathnode.html#parentIndex | |
| 1358 | Pathfinding.GlobalNodeStorage.DebugPathNode.pathID | debugpathnode.html#pathID | |
| 1359 | Pathfinding.GlobalNodeStorage.IndexedStack.Count | indexedstack.html#Count | |
| 1360 | Pathfinding.GlobalNodeStorage.IndexedStack.buffer | indexedstack.html#buffer | |
| 1361 | Pathfinding.GlobalNodeStorage.InitialTemporaryNodes | globalnodestorage.html#InitialTemporaryNodes | |
| 1362 | Pathfinding.GlobalNodeStorage.JobAllocateNodes.allowBoundsChecks | joballocatenodes2.html#allowBoundsChecks | |
| 1363 | Pathfinding.GlobalNodeStorage.JobAllocateNodes.count | joballocatenodes2.html#count | |
| 1364 | Pathfinding.GlobalNodeStorage.JobAllocateNodes.createNode | joballocatenodes2.html#createNode | |
| 1365 | Pathfinding.GlobalNodeStorage.JobAllocateNodes.nodeStorage | joballocatenodes2.html#nodeStorage | |
| 1366 | Pathfinding.GlobalNodeStorage.JobAllocateNodes.result | joballocatenodes2.html#result | |
| 1367 | Pathfinding.GlobalNodeStorage.JobAllocateNodes.variantsPerNode | joballocatenodes2.html#variantsPerNode | |
| 1368 | Pathfinding.GlobalNodeStorage.PathfindingThreadData.debugPathNodes | pathfindingthreaddata.html#debugPathNodes | |
| 1369 | Pathfinding.GlobalNodeStorage.PathfindingThreadData.pathNodes | pathfindingthreaddata.html#pathNodes | |
| 1370 | Pathfinding.GlobalNodeStorage.astar | globalnodestorage.html#astar | |
| 1371 | Pathfinding.GlobalNodeStorage.destroyedNodesVersion | globalnodestorage.html#destroyedNodesVersion | Number of nodes that have been destroyed in total. |
| 1372 | Pathfinding.GlobalNodeStorage.lastAllocationJob | globalnodestorage.html#lastAllocationJob | |
| 1373 | Pathfinding.GlobalNodeStorage.nextNodeIndex | globalnodestorage.html#nextNodeIndex | Holds the next node index which has not been used by any previous node. \n\n[more in online documentation] |
| 1374 | Pathfinding.GlobalNodeStorage.nodeIndexPools | globalnodestorage.html#nodeIndexPools | Holds 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). |
| 1375 | Pathfinding.GlobalNodeStorage.nodes | globalnodestorage.html#nodes | Maps from NodeIndex to node. |
| 1376 | Pathfinding.GlobalNodeStorage.pathfindingThreadData | globalnodestorage.html#pathfindingThreadData | |
| 1377 | Pathfinding.GlobalNodeStorage.reservedPathNodeData | globalnodestorage.html#reservedPathNodeData | The number of nodes for which path node data has been reserved. \n\nWill be at least as high as nextNodeIndex |
| 1378 | Pathfinding.GlobalNodeStorage.temporaryNodeCount | globalnodestorage.html#temporaryNodeCount | |
| 1379 | Pathfinding.GraphDebugMode | pathfinding.html#GraphDebugMode | How to visualize the graphs in the editor. |
| 1380 | Pathfinding.GraphEditor.editor | grapheditor.html#editor | |
| 1381 | Pathfinding.GraphEditor.fadeArea | grapheditor.html#fadeArea | Stores if the graph is visible or not in the inspector. |
| 1382 | Pathfinding.GraphEditor.infoFadeArea | grapheditor.html#infoFadeArea | Stores if the graph info box is visible or not in the inspector. |
| 1383 | Pathfinding.GraphEditorBase.target | grapheditorbase.html#target | NavGraph this editor is exposing. |
| 1384 | Pathfinding.GraphHitInfo.distance | graphhitinfo.html#distance | Distance from origin to point. |
| 1385 | Pathfinding.GraphHitInfo.node | graphhitinfo.html#node | Node 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. |
| 1386 | Pathfinding.GraphHitInfo.origin | graphhitinfo.html#origin | Start 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. |
| 1387 | Pathfinding.GraphHitInfo.point | graphhitinfo.html#point | Hit 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. |
| 1388 | Pathfinding.GraphHitInfo.tangent | graphhitinfo.html#tangent | Tangent of the edge which was hit. \n\n <b>[image in online documentation]</b>\n\nIf nothing was hit, this will be Vector3.zero. |
| 1389 | Pathfinding.GraphHitInfo.tangentOrigin | graphhitinfo.html#tangentOrigin | Where 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. |
| 1390 | Pathfinding.GraphMask.everything | graphmask.html#everything | A mask containing every graph. |
| 1391 | Pathfinding.GraphMask.value | graphmask.html#value | Bitmask representing the mask. |
| 1392 | Pathfinding.GraphMaskDrawer.graphLabels | graphmaskdrawer.html#graphLabels | |
| 1393 | Pathfinding.GraphModifier.EventType | graphmodifier.html#EventType | GraphModifier event type. |
| 1394 | Pathfinding.GraphModifier.next | graphmodifier.html#next | |
| 1395 | Pathfinding.GraphModifier.prev | graphmodifier.html#prev | |
| 1396 | Pathfinding.GraphModifier.root | graphmodifier.html#root | All active graph modifiers. |
| 1397 | Pathfinding.GraphModifier.uniqueID | graphmodifier.html#uniqueID | Unique persistent ID for this component, used for serialization. |
| 1398 | Pathfinding.GraphModifier.usedIDs | graphmodifier.html#usedIDs | Maps persistent IDs to the component that uses it. |
| 1399 | Pathfinding.GraphNode.Area | graphnode.html#Area | Connected 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] |
| 1400 | Pathfinding.GraphNode.Destroyed | graphnode.html#Destroyed | |
| 1401 | Pathfinding.GraphNode.DestroyedNodeIndex | graphnode.html#DestroyedNodeIndex | |
| 1402 | Pathfinding.GraphNode.Flags | graphnode.html#Flags | Holds 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] |
| 1403 | Pathfinding.GraphNode.FlagsGraphMask | graphnode.html#FlagsGraphMask | Mask of graph index bits. \n\n[more in online documentation] |
| 1404 | Pathfinding.GraphNode.FlagsGraphOffset | graphnode.html#FlagsGraphOffset | Start of graph index bits. \n\n[more in online documentation] |
| 1405 | Pathfinding.GraphNode.FlagsHierarchicalIndexOffset | graphnode.html#FlagsHierarchicalIndexOffset | Start of hierarchical node index bits. \n\n[more in online documentation] |
| 1406 | Pathfinding.GraphNode.FlagsTagMask | graphnode.html#FlagsTagMask | Mask of tag bits. \n\n[more in online documentation] |
| 1407 | Pathfinding.GraphNode.FlagsTagOffset | graphnode.html#FlagsTagOffset | Start of tag bits. \n\n[more in online documentation] |
| 1408 | Pathfinding.GraphNode.FlagsWalkableMask | graphnode.html#FlagsWalkableMask | Mask of the walkable bit. \n\n[more in online documentation] |
| 1409 | Pathfinding.GraphNode.FlagsWalkableOffset | graphnode.html#FlagsWalkableOffset | Position of the walkable bit. \n\n[more in online documentation] |
| 1410 | Pathfinding.GraphNode.Graph | graphnode.html#Graph | Graph 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. |
| 1411 | Pathfinding.GraphNode.GraphIndex | graphnode.html#GraphIndex | Graph which contains this node. \n\n[more in online documentation] |
| 1412 | Pathfinding.GraphNode.HierarchicalDirtyMask | graphnode.html#HierarchicalDirtyMask | Mask of the IsHierarchicalNodeDirty bit. \n\n[more in online documentation] |
| 1413 | Pathfinding.GraphNode.HierarchicalDirtyOffset | graphnode.html#HierarchicalDirtyOffset | Start of IsHierarchicalNodeDirty bits. \n\n[more in online documentation] |
| 1414 | Pathfinding.GraphNode.HierarchicalIndexMask | graphnode.html#HierarchicalIndexMask | Mask of hierarchical node index bits. \n\n[more in online documentation] |
| 1415 | Pathfinding.GraphNode.HierarchicalNodeIndex | graphnode.html#HierarchicalNodeIndex | Hierarchical 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] |
| 1416 | Pathfinding.GraphNode.InvalidGraphIndex | graphnode.html#InvalidGraphIndex | |
| 1417 | Pathfinding.GraphNode.InvalidNodeIndex | graphnode.html#InvalidNodeIndex | |
| 1418 | Pathfinding.GraphNode.IsHierarchicalNodeDirty | graphnode.html#IsHierarchicalNodeDirty | Some internal bookkeeping. |
| 1419 | Pathfinding.GraphNode.MaxGraphIndex | graphnode.html#MaxGraphIndex | Max number of graphs-1. |
| 1420 | Pathfinding.GraphNode.MaxHierarchicalNodeIndex | graphnode.html#MaxHierarchicalNodeIndex | |
| 1421 | Pathfinding.GraphNode.MaxTagIndex | graphnode.html#MaxTagIndex | Max number of tags - 1. \n\nAlways a power of 2 minus one |
| 1422 | Pathfinding.GraphNode.NodeIndex | graphnode.html#NodeIndex | Internal 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. |
| 1423 | Pathfinding.GraphNode.NodeIndexMask | graphnode.html#NodeIndexMask | |
| 1424 | Pathfinding.GraphNode.PathNodeVariants | graphnode.html#PathNodeVariants | How 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] |
| 1425 | Pathfinding.GraphNode.Penalty | graphnode.html#Penalty | Penalty 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] |
| 1426 | Pathfinding.GraphNode.Tag | graphnode.html#Tag | Node tag. \n\n[more in online documentation] |
| 1427 | Pathfinding.GraphNode.TemporaryFlag1 | graphnode.html#TemporaryFlag1 | Temporary flag for internal purposes. \n\nMay only be used in the Unity thread. Must be reset to false after every use. |
| 1428 | Pathfinding.GraphNode.TemporaryFlag1Mask | graphnode.html#TemporaryFlag1Mask | |
| 1429 | Pathfinding.GraphNode.TemporaryFlag2 | graphnode.html#TemporaryFlag2 | Temporary flag for internal purposes. \n\nMay only be used in the Unity thread. Must be reset to false after every use. |
| 1430 | Pathfinding.GraphNode.TemporaryFlag2Mask | graphnode.html#TemporaryFlag2Mask | |
| 1431 | Pathfinding.GraphNode.Walkable | graphnode.html#Walkable | True if the node is traversable. \n\n[more in online documentation] |
| 1432 | Pathfinding.GraphNode.flags | graphnode.html#flags | Bitpacked field holding several pieces of data. \n\n[more in online documentation] |
| 1433 | Pathfinding.GraphNode.nodeIndex | graphnode.html#nodeIndex | Internal unique index. \n\nAlso stores some bitpacked values such as TemporaryFlag1 and TemporaryFlag2. |
| 1434 | Pathfinding.GraphNode.penalty | graphnode.html#penalty | Penalty 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] |
| 1435 | Pathfinding.GraphNode.position | graphnode.html#position | Position of the node in world space. \n\n[more in online documentation] |
| 1436 | Pathfinding.GraphUpdateObject.GraphUpdateData.nodeIndices | graphupdatedata.html#nodeIndices | Node indices to update. \n\nRemaining nodes should be left alone. |
| 1437 | Pathfinding.GraphUpdateObject.GraphUpdateData.nodePenalties | graphupdatedata.html#nodePenalties | |
| 1438 | Pathfinding.GraphUpdateObject.GraphUpdateData.nodePositions | graphupdatedata.html#nodePositions | |
| 1439 | Pathfinding.GraphUpdateObject.GraphUpdateData.nodeTags | graphupdatedata.html#nodeTags | |
| 1440 | Pathfinding.GraphUpdateObject.GraphUpdateData.nodeWalkable | graphupdatedata.html#nodeWalkable | |
| 1441 | Pathfinding.GraphUpdateObject.JobGraphUpdate.bounds | jobgraphupdate.html#bounds | |
| 1442 | Pathfinding.GraphUpdateObject.JobGraphUpdate.data | jobgraphupdate.html#data | |
| 1443 | Pathfinding.GraphUpdateObject.JobGraphUpdate.modifyTag | jobgraphupdate.html#modifyTag | |
| 1444 | Pathfinding.GraphUpdateObject.JobGraphUpdate.modifyWalkability | jobgraphupdate.html#modifyWalkability | |
| 1445 | Pathfinding.GraphUpdateObject.JobGraphUpdate.penaltyDelta | jobgraphupdate.html#penaltyDelta | |
| 1446 | Pathfinding.GraphUpdateObject.JobGraphUpdate.shape | jobgraphupdate.html#shape | |
| 1447 | Pathfinding.GraphUpdateObject.JobGraphUpdate.tagValue | jobgraphupdate.html#tagValue | |
| 1448 | Pathfinding.GraphUpdateObject.JobGraphUpdate.walkabilityValue | jobgraphupdate.html#walkabilityValue | |
| 1449 | Pathfinding.GraphUpdateObject.STAGE_ABORTED | graphupdateobject.html#STAGE_ABORTED | |
| 1450 | Pathfinding.GraphUpdateObject.STAGE_APPLIED | graphupdateobject.html#STAGE_APPLIED | |
| 1451 | Pathfinding.GraphUpdateObject.STAGE_CREATED | graphupdateobject.html#STAGE_CREATED | |
| 1452 | Pathfinding.GraphUpdateObject.STAGE_PENDING | graphupdateobject.html#STAGE_PENDING | |
| 1453 | Pathfinding.GraphUpdateObject.addPenalty | graphupdateobject.html#addPenalty | Penalty to add to the nodes. \n\nA penalty of 1000 is equivalent to the cost of moving 1 world unit. |
| 1454 | Pathfinding.GraphUpdateObject.bounds | graphupdateobject.html#bounds | The bounds to update nodes within. \n\nDefined in world space. |
| 1455 | Pathfinding.GraphUpdateObject.internalStage | graphupdateobject.html#internalStage | Info 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. |
| 1456 | Pathfinding.GraphUpdateObject.modifyTag | graphupdateobject.html#modifyTag | If true, all nodes' <b>tag</b> will be set to setTag. |
| 1457 | Pathfinding.GraphUpdateObject.modifyWalkability | graphupdateobject.html#modifyWalkability | If 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. |
| 1458 | Pathfinding.GraphUpdateObject.nnConstraint | graphupdateobject.html#nnConstraint | NNConstraint 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] |
| 1459 | Pathfinding.GraphUpdateObject.resetPenaltyOnPhysics | graphupdateobject.html#resetPenaltyOnPhysics | Reset 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 -> Collision Testing -> Diameter setting (it is enlarged by that value). So some extra nodes have their penalties reset.\n\n <b>[image in online documentation]</b> |
| 1460 | Pathfinding.GraphUpdateObject.setTag | graphupdateobject.html#setTag | If modifyTag is true, all nodes' <b>tag</b> will be set to this value. |
| 1461 | Pathfinding.GraphUpdateObject.setWalkability | graphupdateobject.html#setWalkability | If modifyWalkability is true, the nodes' <b>walkable</b> variable will be set to this value. |
| 1462 | Pathfinding.GraphUpdateObject.shape | graphupdateobject.html#shape | A 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. |
| 1463 | Pathfinding.GraphUpdateObject.stage | graphupdateobject.html#stage | Info about if a graph update has been applied or not. |
| 1464 | Pathfinding.GraphUpdateObject.trackChangedNodes | graphupdateobject.html#trackChangedNodes | Track which nodes are changed and save backup data. \n\nUsed internally to revert changes if needed.\n\n[more in online documentation] |
| 1465 | Pathfinding.GraphUpdateObject.updateErosion | graphupdateobject.html#updateErosion | Update 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] |
| 1466 | Pathfinding.GraphUpdateProcessor.IsAnyGraphUpdateInProgress | graphupdateprocessor.html#IsAnyGraphUpdateInProgress | Returns if any graph updates are in progress. |
| 1467 | Pathfinding.GraphUpdateProcessor.IsAnyGraphUpdateQueued | graphupdateprocessor.html#IsAnyGraphUpdateQueued | Returns if any graph updates are waiting to be applied. |
| 1468 | Pathfinding.GraphUpdateProcessor.MarkerApply | graphupdateprocessor.html#MarkerApply | |
| 1469 | Pathfinding.GraphUpdateProcessor.MarkerCalculate | graphupdateprocessor.html#MarkerCalculate | |
| 1470 | Pathfinding.GraphUpdateProcessor.MarkerSleep | graphupdateprocessor.html#MarkerSleep | |
| 1471 | Pathfinding.GraphUpdateProcessor.anyGraphUpdateInProgress | graphupdateprocessor.html#anyGraphUpdateInProgress | Used for IsAnyGraphUpdateInProgress. |
| 1472 | Pathfinding.GraphUpdateProcessor.astar | graphupdateprocessor.html#astar | Holds graphs that can be updated. |
| 1473 | Pathfinding.GraphUpdateProcessor.graphUpdateQueue | graphupdateprocessor.html#graphUpdateQueue | Queue containing all waiting graph update queries. \n\nAdd to this queue by using AddToQueue. \n\n[more in online documentation] |
| 1474 | Pathfinding.GraphUpdateProcessor.pendingGraphUpdates | graphupdateprocessor.html#pendingGraphUpdates | |
| 1475 | Pathfinding.GraphUpdateProcessor.pendingPromises | graphupdateprocessor.html#pendingPromises | |
| 1476 | Pathfinding.GraphUpdateScene.GizmoColorSelected | graphupdatescene.html#GizmoColorSelected | |
| 1477 | Pathfinding.GraphUpdateScene.GizmoColorUnselected | graphupdatescene.html#GizmoColorUnselected | |
| 1478 | Pathfinding.GraphUpdateScene.applyOnScan | graphupdatescene.html#applyOnScan | Apply this graph update object whenever a graph is rescanned. |
| 1479 | Pathfinding.GraphUpdateScene.applyOnStart | graphupdatescene.html#applyOnStart | Apply this graph update object on start. |
| 1480 | Pathfinding.GraphUpdateScene.convex | graphupdatescene.html#convex | Use the convex hull of the points instead of the original polygon. \n\n[more in online documentation] |
| 1481 | Pathfinding.GraphUpdateScene.convexPoints | graphupdatescene.html#convexPoints | Private cached convex hull of the points. |
| 1482 | Pathfinding.GraphUpdateScene.firstApplied | graphupdatescene.html#firstApplied | Has apply been called yet. \n\nUsed to prevent applying twice when both applyOnScan and applyOnStart are enabled |
| 1483 | Pathfinding.GraphUpdateScene.legacyMode | graphupdatescene.html#legacyMode | Emulates behavior from before version 4.0. |
| 1484 | Pathfinding.GraphUpdateScene.legacyUseWorldSpace | graphupdatescene.html#legacyUseWorldSpace | Use world space for coordinates. \n\nIf true, the shape will not follow when moving around the transform. |
| 1485 | Pathfinding.GraphUpdateScene.minBoundsHeight | graphupdatescene.html#minBoundsHeight | Minumum 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. |
| 1486 | Pathfinding.GraphUpdateScene.modifyTag | graphupdatescene.html#modifyTag | Should the tags of the nodes be modified. \n\nIf enabled, set all nodes' tags to setTag |
| 1487 | Pathfinding.GraphUpdateScene.modifyWalkability | graphupdatescene.html#modifyWalkability | If true, then all affected nodes will be made walkable or unwalkable according to setWalkability. |
| 1488 | Pathfinding.GraphUpdateScene.penaltyDelta | graphupdatescene.html#penaltyDelta | Penalty 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] |
| 1489 | Pathfinding.GraphUpdateScene.points | graphupdatescene.html#points | Points which define the region to update. |
| 1490 | Pathfinding.GraphUpdateScene.resetPenaltyOnPhysics | graphupdatescene.html#resetPenaltyOnPhysics | Reset 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 -> Collision Testing -> Diameter setting (it is enlarged by that value). So some extra nodes have their penalties reset.\n\n <b>[image in online documentation]</b> |
| 1491 | Pathfinding.GraphUpdateScene.setTag | graphupdatescene.html#setTag | If modifyTag is enabled, set all nodes' tags to this value. |
| 1492 | Pathfinding.GraphUpdateScene.setTagCompatibility | graphupdatescene.html#setTagCompatibility | |
| 1493 | Pathfinding.GraphUpdateScene.setTagInvert | graphupdatescene.html#setTagInvert | Private cached inversion of setTag. \n\nUsed for InvertSettings() |
| 1494 | Pathfinding.GraphUpdateScene.setWalkability | graphupdatescene.html#setWalkability | Nodes will be made walkable or unwalkable according to this value if modifyWalkability is true. |
| 1495 | Pathfinding.GraphUpdateScene.updateErosion | graphupdatescene.html#updateErosion | Update 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] |
| 1496 | Pathfinding.GraphUpdateScene.updatePhysics | graphupdatescene.html#updatePhysics | Update 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). |
| 1497 | Pathfinding.GraphUpdateSceneEditor.PointColor | graphupdatesceneeditor.html#PointColor | |
| 1498 | Pathfinding.GraphUpdateSceneEditor.PointSelectedColor | graphupdatesceneeditor.html#PointSelectedColor | |
| 1499 | Pathfinding.GraphUpdateSceneEditor.pointGizmosRadius | graphupdatesceneeditor.html#pointGizmosRadius | |
| 1500 | Pathfinding.GraphUpdateSceneEditor.scripts | graphupdatesceneeditor.html#scripts | |
| 1501 | Pathfinding.GraphUpdateSceneEditor.selectedPoint | graphupdatesceneeditor.html#selectedPoint | |
| 1502 | Pathfinding.GraphUpdateShape.BurstShape.Everything | burstshape.html#Everything | Shape that contains everything. |
| 1503 | Pathfinding.GraphUpdateShape.BurstShape.containsEverything | burstshape.html#containsEverything | |
| 1504 | Pathfinding.GraphUpdateShape.BurstShape.forward | burstshape.html#forward | |
| 1505 | Pathfinding.GraphUpdateShape.BurstShape.origin | burstshape.html#origin | |
| 1506 | Pathfinding.GraphUpdateShape.BurstShape.points | burstshape.html#points | |
| 1507 | Pathfinding.GraphUpdateShape.BurstShape.right | burstshape.html#right | |
| 1508 | Pathfinding.GraphUpdateShape._convex | graphupdateshape.html#_convex | |
| 1509 | Pathfinding.GraphUpdateShape._convexPoints | graphupdateshape.html#_convexPoints | |
| 1510 | Pathfinding.GraphUpdateShape._points | graphupdateshape.html#_points | |
| 1511 | Pathfinding.GraphUpdateShape.convex | graphupdateshape.html#convex | Sets 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. |
| 1512 | Pathfinding.GraphUpdateShape.forward | graphupdateshape.html#forward | |
| 1513 | Pathfinding.GraphUpdateShape.minimumHeight | graphupdateshape.html#minimumHeight | |
| 1514 | Pathfinding.GraphUpdateShape.origin | graphupdateshape.html#origin | |
| 1515 | Pathfinding.GraphUpdateShape.points | graphupdateshape.html#points | Gets 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 |
| 1516 | Pathfinding.GraphUpdateShape.right | graphupdateshape.html#right | |
| 1517 | Pathfinding.GraphUpdateShape.up | graphupdateshape.html#up | |
| 1518 | Pathfinding.GraphUpdateStage | pathfinding.html#GraphUpdateStage | Info about if a graph update has been applied or not. |
| 1519 | Pathfinding.GraphUpdateThreading | pathfinding.html#GraphUpdateThreading | |
| 1520 | Pathfinding.Graphs.Grid.ColliderType | grid.html#ColliderType | Determines collision check shape. \n\n[more in online documentation] |
| 1521 | Pathfinding.Graphs.Grid.GraphCollision.RaycastErrorMargin | graphcollision.html#RaycastErrorMargin | Offset to apply after each raycast to make sure we don't hit the same point again in CheckHeightAll. |
| 1522 | Pathfinding.Graphs.Grid.GraphCollision.collisionCheck | graphcollision.html#collisionCheck | Toggle collision check. |
| 1523 | Pathfinding.Graphs.Grid.GraphCollision.collisionOffset | graphcollision.html#collisionOffset | Height 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. |
| 1524 | Pathfinding.Graphs.Grid.GraphCollision.contactFilter | graphcollision.html#contactFilter | Used for 2D collision queries. |
| 1525 | Pathfinding.Graphs.Grid.GraphCollision.diameter | graphcollision.html#diameter | Diameter 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> |
| 1526 | Pathfinding.Graphs.Grid.GraphCollision.dummyArray | graphcollision.html#dummyArray | Just 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. |
| 1527 | Pathfinding.Graphs.Grid.GraphCollision.finalRadius | graphcollision.html#finalRadius | diameter * scale * 0.5. \n\nWhere <b>scale</b> usually is nodeSize \n\n[more in online documentation] |
| 1528 | Pathfinding.Graphs.Grid.GraphCollision.finalRaycastRadius | graphcollision.html#finalRaycastRadius | thickRaycastDiameter * scale * 0.5. \n\nWhere <b>scale</b> usually is nodeSize \n\n[more in online documentation] |
| 1529 | Pathfinding.Graphs.Grid.GraphCollision.fromHeight | graphcollision.html#fromHeight | The 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> |
| 1530 | Pathfinding.Graphs.Grid.GraphCollision.height | graphcollision.html#height | Height 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] |
| 1531 | Pathfinding.Graphs.Grid.GraphCollision.heightCheck | graphcollision.html#heightCheck | Toggle height check. \n\nIf false, the grid will be flat.\n\nThis setting will be ignored when 2D physics is used. |
| 1532 | Pathfinding.Graphs.Grid.GraphCollision.heightMask | graphcollision.html#heightMask | Layers to be included in the height check. |
| 1533 | Pathfinding.Graphs.Grid.GraphCollision.hitBuffer | graphcollision.html#hitBuffer | Internal buffer used by CheckHeightAll. |
| 1534 | Pathfinding.Graphs.Grid.GraphCollision.mask | graphcollision.html#mask | Layers to be treated as obstacles. |
| 1535 | Pathfinding.Graphs.Grid.GraphCollision.rayDirection | graphcollision.html#rayDirection | Direction of the ray when checking for collision. \n\nIf type is not Ray, this does not affect anything\n\n[more in online documentation] |
| 1536 | Pathfinding.Graphs.Grid.GraphCollision.thickRaycast | graphcollision.html#thickRaycast | Toggles thick raycast. \n\n[more in online documentation] |
| 1537 | Pathfinding.Graphs.Grid.GraphCollision.thickRaycastDiameter | graphcollision.html#thickRaycastDiameter | Diameter of the thick raycast in nodes. \n\n1 equals nodeSize |
| 1538 | Pathfinding.Graphs.Grid.GraphCollision.type | graphcollision.html#type | Collision shape to use. \n\n[more in online documentation] |
| 1539 | Pathfinding.Graphs.Grid.GraphCollision.unwalkableWhenNoGround | graphcollision.html#unwalkableWhenNoGround | Make nodes unwalkable when no ground was found with the height raycast. \n\nIf height raycast is turned off, this doesn't affect anything. |
| 1540 | Pathfinding.Graphs.Grid.GraphCollision.up | graphcollision.html#up | Direction to use as <b>UP</b>. \n\n[more in online documentation] |
| 1541 | Pathfinding.Graphs.Grid.GraphCollision.upheight | graphcollision.html#upheight | up * height. \n\n[more in online documentation] |
| 1542 | Pathfinding.Graphs.Grid.GraphCollision.use2D | graphcollision.html#use2D | Use 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] |
| 1543 | Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodePositions | lightreader.html#nodePositions | |
| 1544 | Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodeWalkable | lightreader.html#nodeWalkable | |
| 1545 | Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodes | lightreader.html#nodes | |
| 1546 | Pathfinding.Graphs.Grid.GridGraphNodeData.allocationMethod | gridgraphnodedata.html#allocationMethod | |
| 1547 | Pathfinding.Graphs.Grid.GridGraphNodeData.bounds | gridgraphnodedata.html#bounds | Bounds 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) |
| 1548 | Pathfinding.Graphs.Grid.GridGraphNodeData.connections | gridgraphnodedata.html#connections | Bitpacked 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 |
| 1549 | Pathfinding.Graphs.Grid.GridGraphNodeData.layeredDataLayout | gridgraphnodedata.html#layeredDataLayout | True 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. |
| 1550 | Pathfinding.Graphs.Grid.GridGraphNodeData.layers | gridgraphnodedata.html#layers | Number of layers that the data contains. \n\nFor a non-layered grid graph this will always be 1. |
| 1551 | Pathfinding.Graphs.Grid.GridGraphNodeData.normals | gridgraphnodedata.html#normals | Normals 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 |
| 1552 | Pathfinding.Graphs.Grid.GridGraphNodeData.numNodes | gridgraphnodedata.html#numNodes | |
| 1553 | Pathfinding.Graphs.Grid.GridGraphNodeData.penalties | gridgraphnodedata.html#penalties | Bitpacked 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 |
| 1554 | Pathfinding.Graphs.Grid.GridGraphNodeData.positions | gridgraphnodedata.html#positions | Positions 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 |
| 1555 | Pathfinding.Graphs.Grid.GridGraphNodeData.tags | gridgraphnodedata.html#tags | Tags 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 |
| 1556 | Pathfinding.Graphs.Grid.GridGraphNodeData.walkable | gridgraphnodedata.html#walkable | Walkability 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 |
| 1557 | Pathfinding.Graphs.Grid.GridGraphNodeData.walkableWithErosion | gridgraphnodedata.html#walkableWithErosion | Walkability 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 |
| 1558 | Pathfinding.Graphs.Grid.GridGraphScanData.bounds | gridgraphscandata.html#bounds | Bounds of the data arrays. \n\n[more in online documentation] |
| 1559 | Pathfinding.Graphs.Grid.GridGraphScanData.dependencyTracker | gridgraphscandata.html#dependencyTracker | Tracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually. \n\nAlways use when scheduling jobs. |
| 1560 | Pathfinding.Graphs.Grid.GridGraphScanData.heightHits | gridgraphscandata.html#heightHits | Raycasts 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] |
| 1561 | Pathfinding.Graphs.Grid.GridGraphScanData.heightHitsBounds | gridgraphscandata.html#heightHitsBounds | Bounds 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. |
| 1562 | Pathfinding.Graphs.Grid.GridGraphScanData.layeredDataLayout | gridgraphscandata.html#layeredDataLayout | True 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] |
| 1563 | Pathfinding.Graphs.Grid.GridGraphScanData.nodeConnections | gridgraphscandata.html#nodeConnections | Node connections. \n\n[more in online documentation] |
| 1564 | Pathfinding.Graphs.Grid.GridGraphScanData.nodeNormals | gridgraphscandata.html#nodeNormals | Node normals. \n\n[more in online documentation] |
| 1565 | Pathfinding.Graphs.Grid.GridGraphScanData.nodePenalties | gridgraphscandata.html#nodePenalties | Node penalties. \n\n[more in online documentation] |
| 1566 | Pathfinding.Graphs.Grid.GridGraphScanData.nodePositions | gridgraphscandata.html#nodePositions | Node positions. \n\n[more in online documentation] |
| 1567 | Pathfinding.Graphs.Grid.GridGraphScanData.nodeTags | gridgraphscandata.html#nodeTags | Node tags. \n\n[more in online documentation] |
| 1568 | Pathfinding.Graphs.Grid.GridGraphScanData.nodeWalkable | gridgraphscandata.html#nodeWalkable | Node walkability. \n\n[more in online documentation] |
| 1569 | Pathfinding.Graphs.Grid.GridGraphScanData.nodeWalkableWithErosion | gridgraphscandata.html#nodeWalkableWithErosion | Node walkability with erosion. \n\n[more in online documentation] |
| 1570 | Pathfinding.Graphs.Grid.GridGraphScanData.nodes | gridgraphscandata.html#nodes | Data for all nodes in the graph update that is being calculated. |
| 1571 | Pathfinding.Graphs.Grid.GridGraphScanData.transform | gridgraphscandata.html#transform | Transforms graph-space to world space. |
| 1572 | Pathfinding.Graphs.Grid.GridGraphScanData.up | gridgraphscandata.html#up | The up direction of the graph, in world space. |
| 1573 | Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.active | joballocatenodes.html#active | |
| 1574 | Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.dataBounds | joballocatenodes.html#dataBounds | |
| 1575 | Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.newGridNodeDelegate | joballocatenodes.html#newGridNodeDelegate | |
| 1576 | Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodeArrayBounds | joballocatenodes.html#nodeArrayBounds | |
| 1577 | Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodeNormals | joballocatenodes.html#nodeNormals | |
| 1578 | Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodes | joballocatenodes.html#nodes | |
| 1579 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.allowBoundsChecks | jobcalculategridconnections.html#allowBoundsChecks | |
| 1580 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.arrayBounds | jobcalculategridconnections.html#arrayBounds | |
| 1581 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.bounds | jobcalculategridconnections.html#bounds | |
| 1582 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.characterHeight | jobcalculategridconnections.html#characterHeight | |
| 1583 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.cutCorners | jobcalculategridconnections.html#cutCorners | |
| 1584 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.layeredDataLayout | jobcalculategridconnections.html#layeredDataLayout | |
| 1585 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.maxStepHeight | jobcalculategridconnections.html#maxStepHeight | |
| 1586 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.maxStepUsesSlope | jobcalculategridconnections.html#maxStepUsesSlope | |
| 1587 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.neighbours | jobcalculategridconnections.html#neighbours | |
| 1588 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeConnections | jobcalculategridconnections.html#nodeConnections | All bitpacked node connections. |
| 1589 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeNormals | jobcalculategridconnections.html#nodeNormals | |
| 1590 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodePositions | jobcalculategridconnections.html#nodePositions | |
| 1591 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeWalkable | jobcalculategridconnections.html#nodeWalkable | |
| 1592 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.up | jobcalculategridconnections.html#up | Normalized up direction. |
| 1593 | Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.use2D | jobcalculategridconnections.html#use2D | |
| 1594 | Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.collision | jobcheckcollisions.html#collision | |
| 1595 | Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.collisionResult | jobcheckcollisions.html#collisionResult | |
| 1596 | Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.nodePositions | jobcheckcollisions.html#nodePositions | |
| 1597 | Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.startIndex | jobcheckcollisions.html#startIndex | |
| 1598 | Pathfinding.Graphs.Grid.Jobs.JobColliderHitsToBooleans.hits | jobcolliderhitstobooleans.html#hits | |
| 1599 | Pathfinding.Graphs.Grid.Jobs.JobColliderHitsToBooleans.result | jobcolliderhitstobooleans.html#result | |
| 1600 | Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.bounds | jobcopybuffers.html#bounds | |
| 1601 | Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.copyPenaltyAndTags | jobcopybuffers.html#copyPenaltyAndTags | |
| 1602 | Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.input | jobcopybuffers.html#input | |
| 1603 | Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.output | jobcopybuffers.html#output | |
| 1604 | Pathfinding.Graphs.Grid.Jobs.JobErosion.bounds | joberosion.html#bounds | |
| 1605 | Pathfinding.Graphs.Grid.Jobs.JobErosion.erosion | joberosion.html#erosion | |
| 1606 | Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionStartTag | joberosion.html#erosionStartTag | |
| 1607 | Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionTagsPrecedenceMask | joberosion.html#erosionTagsPrecedenceMask | |
| 1608 | Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionUsesTags | joberosion.html#erosionUsesTags | |
| 1609 | Pathfinding.Graphs.Grid.Jobs.JobErosion.hexagonNeighbourIndices | joberosion.html#hexagonNeighbourIndices | |
| 1610 | Pathfinding.Graphs.Grid.Jobs.JobErosion.neighbours | joberosion.html#neighbours | |
| 1611 | Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeConnections | joberosion.html#nodeConnections | |
| 1612 | Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeTags | joberosion.html#nodeTags | |
| 1613 | Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeWalkable | joberosion.html#nodeWalkable | |
| 1614 | Pathfinding.Graphs.Grid.Jobs.JobErosion.outNodeWalkable | joberosion.html#outNodeWalkable | |
| 1615 | Pathfinding.Graphs.Grid.Jobs.JobErosion.writeMask | joberosion.html#writeMask | |
| 1616 | Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.allowBoundsChecks | jobfilterdiagonalconnections.html#allowBoundsChecks | |
| 1617 | Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.cutCorners | jobfilterdiagonalconnections.html#cutCorners | |
| 1618 | Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.neighbours | jobfilterdiagonalconnections.html#neighbours | |
| 1619 | Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.nodeConnections | jobfilterdiagonalconnections.html#nodeConnections | All bitpacked node connections. |
| 1620 | Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.slice | jobfilterdiagonalconnections.html#slice | |
| 1621 | Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.hit1 | jobmergeraycastcollisionhits.html#hit1 | |
| 1622 | Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.hit2 | jobmergeraycastcollisionhits.html#hit2 | |
| 1623 | Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.result | jobmergeraycastcollisionhits.html#result | |
| 1624 | Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.bounds | jobnodegridlayout.html#bounds | |
| 1625 | Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.graphToWorld | jobnodegridlayout.html#graphToWorld | |
| 1626 | Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.nodePositions | jobnodegridlayout.html#nodePositions | |
| 1627 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.characterHeight | jobnodewalkability.html#characterHeight | For layered grid graphs, if there's a node above another node closer than this distance, the lower node will be made unwalkable. |
| 1628 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.layerStride | jobnodewalkability.html#layerStride | Number of nodes in each layer. |
| 1629 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.maxSlope | jobnodewalkability.html#maxSlope | Max slope in degrees. |
| 1630 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodeNormals | jobnodewalkability.html#nodeNormals | |
| 1631 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodePositions | jobnodewalkability.html#nodePositions | |
| 1632 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodeWalkable | jobnodewalkability.html#nodeWalkable | |
| 1633 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.unwalkableWhenNoGround | jobnodewalkability.html#unwalkableWhenNoGround | If true, nodes will be made unwalkable if no ground was found under them. |
| 1634 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.up | jobnodewalkability.html#up | Normalized up direction of the graph. |
| 1635 | Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.useRaycastNormal | jobnodewalkability.html#useRaycastNormal | If 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. |
| 1636 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.commands | jobpreparecapsulecommands.html#commands | |
| 1637 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.direction | jobpreparecapsulecommands.html#direction | |
| 1638 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.mask | jobpreparecapsulecommands.html#mask | |
| 1639 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.originOffset | jobpreparecapsulecommands.html#originOffset | |
| 1640 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.origins | jobpreparecapsulecommands.html#origins | |
| 1641 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.physicsScene | jobpreparecapsulecommands.html#physicsScene | |
| 1642 | Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.radius | jobpreparecapsulecommands.html#radius | |
| 1643 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.bounds | jobpreparegridraycast.html#bounds | |
| 1644 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.graphToWorld | jobpreparegridraycast.html#graphToWorld | |
| 1645 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.physicsScene | jobpreparegridraycast.html#physicsScene | |
| 1646 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastCommands | jobpreparegridraycast.html#raycastCommands | |
| 1647 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastDirection | jobpreparegridraycast.html#raycastDirection | |
| 1648 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastMask | jobpreparegridraycast.html#raycastMask | |
| 1649 | Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastOffset | jobpreparegridraycast.html#raycastOffset | |
| 1650 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.direction | jobprepareraycasts.html#direction | |
| 1651 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.distance | jobprepareraycasts.html#distance | |
| 1652 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.mask | jobprepareraycasts.html#mask | |
| 1653 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.originOffset | jobprepareraycasts.html#originOffset | |
| 1654 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.origins | jobprepareraycasts.html#origins | |
| 1655 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.physicsScene | jobprepareraycasts.html#physicsScene | |
| 1656 | Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.raycastCommands | jobprepareraycasts.html#raycastCommands | |
| 1657 | Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.commands | jobpreparespherecommands.html#commands | |
| 1658 | Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.mask | jobpreparespherecommands.html#mask | |
| 1659 | Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.originOffset | jobpreparespherecommands.html#originOffset | |
| 1660 | Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.origins | jobpreparespherecommands.html#origins | |
| 1661 | Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.physicsScene | jobpreparespherecommands.html#physicsScene | |
| 1662 | Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.radius | jobpreparespherecommands.html#radius | |
| 1663 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeConnections | reader.html#nodeConnections | |
| 1664 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodePenalties | reader.html#nodePenalties | |
| 1665 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodePositions | reader.html#nodePositions | |
| 1666 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeTags | reader.html#nodeTags | |
| 1667 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeWalkable | reader.html#nodeWalkable | |
| 1668 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeWalkableWithErosion | reader.html#nodeWalkableWithErosion | |
| 1669 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodes | reader.html#nodes | |
| 1670 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.allowBoundsChecks | jobreadnodedata.html#allowBoundsChecks | |
| 1671 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.graphIndex | jobreadnodedata.html#graphIndex | |
| 1672 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeConnections | jobreadnodedata.html#nodeConnections | |
| 1673 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodePenalties | jobreadnodedata.html#nodePenalties | |
| 1674 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodePositions | jobreadnodedata.html#nodePositions | |
| 1675 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeTags | jobreadnodedata.html#nodeTags | |
| 1676 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeWalkable | jobreadnodedata.html#nodeWalkable | |
| 1677 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeWalkableWithErosion | jobreadnodedata.html#nodeWalkableWithErosion | |
| 1678 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodesHandle | jobreadnodedata.html#nodesHandle | |
| 1679 | Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.slice | jobreadnodedata.html#slice | |
| 1680 | Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.bounds | jobrelocatenodes.html#bounds | |
| 1681 | Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.graphToWorld | jobrelocatenodes.html#graphToWorld | |
| 1682 | Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.positions | jobrelocatenodes.html#positions | |
| 1683 | Pathfinding.Graphs.Grid.Jobs.JobRelocateNodes.previousWorldToGraph | jobrelocatenodes.html#previousWorldToGraph | |
| 1684 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.allowBoundsChecks | jobwritenodedata.html#allowBoundsChecks | |
| 1685 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.dataBounds | jobwritenodedata.html#dataBounds | |
| 1686 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.graphIndex | jobwritenodedata.html#graphIndex | |
| 1687 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeArrayBounds | jobwritenodedata.html#nodeArrayBounds | (width, depth) of the array that the nodesHandle refers to |
| 1688 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeConnections | jobwritenodedata.html#nodeConnections | |
| 1689 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodePenalties | jobwritenodedata.html#nodePenalties | |
| 1690 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodePositions | jobwritenodedata.html#nodePositions | |
| 1691 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeTags | jobwritenodedata.html#nodeTags | |
| 1692 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeWalkable | jobwritenodedata.html#nodeWalkable | |
| 1693 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeWalkableWithErosion | jobwritenodedata.html#nodeWalkableWithErosion | |
| 1694 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodesHandle | jobwritenodedata.html#nodesHandle | |
| 1695 | Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.writeMask | jobwritenodedata.html#writeMask | |
| 1696 | Pathfinding.Graphs.Grid.RayDirection | grid.html#RayDirection | Determines collision check ray direction. |
| 1697 | Pathfinding.Graphs.Grid.Rules.CustomGridGraphRuleEditorAttribute.name | customgridgraphruleeditorattribute.html#name | |
| 1698 | Pathfinding.Graphs.Grid.Rules.CustomGridGraphRuleEditorAttribute.type | customgridgraphruleeditorattribute.html#type | |
| 1699 | Pathfinding.Graphs.Grid.Rules.GridGraphRule.Hash | gridgraphrule.html#Hash | Hash 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. |
| 1700 | Pathfinding.Graphs.Grid.Rules.GridGraphRule.Pass | gridgraphrule.html#Pass | Where 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. |
| 1701 | Pathfinding.Graphs.Grid.Rules.GridGraphRule.dirty | gridgraphrule.html#dirty | |
| 1702 | Pathfinding.Graphs.Grid.Rules.GridGraphRule.enabled | gridgraphrule.html#enabled | Only enabled rules are executed. |
| 1703 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.data | context2.html#data | Data for all the nodes as NativeArrays. |
| 1704 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.graph | context2.html#graph | Graph which is being scanned or updated. |
| 1705 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.tracker | context2.html#tracker | Tracks dependencies between jobs to allow parallelism without tediously specifying dependencies manually. \n\nAlways use when scheduling jobs. |
| 1706 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.jobSystemCallbacks | gridgraphrules.html#jobSystemCallbacks | |
| 1707 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.lastHash | gridgraphrules.html#lastHash | |
| 1708 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.mainThreadCallbacks | gridgraphrules.html#mainThreadCallbacks | |
| 1709 | Pathfinding.Graphs.Grid.Rules.GridGraphRules.rules | gridgraphrules.html#rules | List of all rules. |
| 1710 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.angleToPenalty | jobpenaltyangle.html#angleToPenalty | |
| 1711 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.nodeNormals | jobpenaltyangle.html#nodeNormals | |
| 1712 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.penalty | jobpenaltyangle.html#penalty | |
| 1713 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.up | jobpenaltyangle.html#up | |
| 1714 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.angleToPenalty | ruleanglepenalty.html#angleToPenalty | |
| 1715 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.curve | ruleanglepenalty.html#curve | |
| 1716 | Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.penaltyScale | ruleanglepenalty.html#penaltyScale | |
| 1717 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.elevationToPenalty | jobelevationpenalty.html#elevationToPenalty | |
| 1718 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.nodePositions | jobelevationpenalty.html#nodePositions | |
| 1719 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.penalty | jobelevationpenalty.html#penalty | |
| 1720 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.worldToGraph | jobelevationpenalty.html#worldToGraph | |
| 1721 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.curve | ruleelevationpenalty.html#curve | |
| 1722 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.elevationRange | ruleelevationpenalty.html#elevationRange | |
| 1723 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.elevationToPenalty | ruleelevationpenalty.html#elevationToPenalty | |
| 1724 | Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.penaltyScale | ruleelevationpenalty.html#penaltyScale | |
| 1725 | Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.action | perlayerrule.html#action | The action to apply to matching nodes. |
| 1726 | Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.layer | perlayerrule.html#layer | Layer this rule applies to. |
| 1727 | Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.tag | perlayerrule.html#tag | Tag for the RuleAction.SetTag action. \n\nMust be between 0 and Pathfinding.GraphNode.MaxTagIndex |
| 1728 | Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.RuleAction | ruleperlayermodifications.html#RuleAction | |
| 1729 | Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.SetTagBit | ruleperlayermodifications.html#SetTagBit | |
| 1730 | Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.layerRules | ruleperlayermodifications.html#layerRules | |
| 1731 | Pathfinding.Graphs.Grid.Rules.RuleTexture.ChannelUse | ruletexture.html#ChannelUse | |
| 1732 | Pathfinding.Graphs.Grid.Rules.RuleTexture.Hash | ruletexture.html#Hash | |
| 1733 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.bounds | jobtexturepenalty.html#bounds | |
| 1734 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.channelDeterminesWalkability | jobtexturepenalty.html#channelDeterminesWalkability | |
| 1735 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.channelPenalties | jobtexturepenalty.html#channelPenalties | |
| 1736 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.colorData | jobtexturepenalty.html#colorData | |
| 1737 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.colorDataSize | jobtexturepenalty.html#colorDataSize | |
| 1738 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.nodeNormals | jobtexturepenalty.html#nodeNormals | |
| 1739 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.penalty | jobtexturepenalty.html#penalty | |
| 1740 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.scale | jobtexturepenalty.html#scale | |
| 1741 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.walkable | jobtexturepenalty.html#walkable | |
| 1742 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.bounds | jobtextureposition.html#bounds | |
| 1743 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.channelPositionScale | jobtextureposition.html#channelPositionScale | |
| 1744 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.colorData | jobtextureposition.html#colorData | |
| 1745 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.colorDataSize | jobtextureposition.html#colorDataSize | |
| 1746 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.graphToWorld | jobtextureposition.html#graphToWorld | |
| 1747 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.nodeNormals | jobtextureposition.html#nodeNormals | |
| 1748 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.nodePositions | jobtextureposition.html#nodePositions | |
| 1749 | Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.scale | jobtextureposition.html#scale | |
| 1750 | Pathfinding.Graphs.Grid.Rules.RuleTexture.ScalingMode | ruletexture.html#ScalingMode | |
| 1751 | Pathfinding.Graphs.Grid.Rules.RuleTexture.channelScales | ruletexture.html#channelScales | |
| 1752 | Pathfinding.Graphs.Grid.Rules.RuleTexture.channels | ruletexture.html#channels | |
| 1753 | Pathfinding.Graphs.Grid.Rules.RuleTexture.colors | ruletexture.html#colors | |
| 1754 | Pathfinding.Graphs.Grid.Rules.RuleTexture.nodesPerPixel | ruletexture.html#nodesPerPixel | |
| 1755 | Pathfinding.Graphs.Grid.Rules.RuleTexture.scalingMode | ruletexture.html#scalingMode | |
| 1756 | Pathfinding.Graphs.Grid.Rules.RuleTexture.texture | ruletexture.html#texture | |
| 1757 | Pathfinding.Graphs.Navmesh.AABBTree.AABBComparer.dim | aabbcomparer.html#dim | |
| 1758 | Pathfinding.Graphs.Navmesh.AABBTree.AABBComparer.nodes | aabbcomparer.html#nodes | |
| 1759 | Pathfinding.Graphs.Navmesh.AABBTree.Key.isValid | key.html#isValid | |
| 1760 | Pathfinding.Graphs.Navmesh.AABBTree.Key.node | key.html#node | |
| 1761 | Pathfinding.Graphs.Navmesh.AABBTree.Key.value | key.html#value | |
| 1762 | Pathfinding.Graphs.Navmesh.AABBTree.NoNode | aabbtree.html#NoNode | |
| 1763 | Pathfinding.Graphs.Navmesh.AABBTree.Node.AllocatedBit | node2.html#AllocatedBit | |
| 1764 | Pathfinding.Graphs.Navmesh.AABBTree.Node.InvalidParent | node2.html#InvalidParent | |
| 1765 | Pathfinding.Graphs.Navmesh.AABBTree.Node.ParentMask | node2.html#ParentMask | |
| 1766 | Pathfinding.Graphs.Navmesh.AABBTree.Node.TagInsideBit | node2.html#TagInsideBit | |
| 1767 | Pathfinding.Graphs.Navmesh.AABBTree.Node.TagPartiallyInsideBit | node2.html#TagPartiallyInsideBit | |
| 1768 | Pathfinding.Graphs.Navmesh.AABBTree.Node.bounds | node2.html#bounds | |
| 1769 | Pathfinding.Graphs.Navmesh.AABBTree.Node.flags | node2.html#flags | |
| 1770 | Pathfinding.Graphs.Navmesh.AABBTree.Node.isAllocated | node2.html#isAllocated | |
| 1771 | Pathfinding.Graphs.Navmesh.AABBTree.Node.isLeaf | node2.html#isLeaf | |
| 1772 | Pathfinding.Graphs.Navmesh.AABBTree.Node.left | node2.html#left | |
| 1773 | Pathfinding.Graphs.Navmesh.AABBTree.Node.parent | node2.html#parent | |
| 1774 | Pathfinding.Graphs.Navmesh.AABBTree.Node.right | node2.html#right | |
| 1775 | Pathfinding.Graphs.Navmesh.AABBTree.Node.subtreePartiallyTagged | node2.html#subtreePartiallyTagged | |
| 1776 | Pathfinding.Graphs.Navmesh.AABBTree.Node.value | node2.html#value | |
| 1777 | Pathfinding.Graphs.Navmesh.AABBTree.Node.wholeSubtreeTagged | node2.html#wholeSubtreeTagged | |
| 1778 | Pathfinding.Graphs.Navmesh.AABBTree.freeNodes | aabbtree.html#freeNodes | |
| 1779 | Pathfinding.Graphs.Navmesh.AABBTree.nodes | aabbtree.html#nodes | |
| 1780 | Pathfinding.Graphs.Navmesh.AABBTree.rebuildCounter | aabbtree.html#rebuildCounter | |
| 1781 | Pathfinding.Graphs.Navmesh.AABBTree.root | aabbtree.html#root | |
| 1782 | Pathfinding.Graphs.Navmesh.AABBTree.this[Key key] | aabbtree.html#thisKeykey | User data for a node in the tree. |
| 1783 | Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.IsLeaf | bbtreebox.html#IsLeaf | |
| 1784 | Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.left | bbtreebox.html#left | |
| 1785 | Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.nodeOffset | bbtreebox.html#nodeOffset | |
| 1786 | Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.rect | bbtreebox.html#rect | |
| 1787 | Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.right | bbtreebox.html#right | |
| 1788 | Pathfinding.Graphs.Navmesh.BBTree.CloseNode.closestPointOnNode | closenode.html#closestPointOnNode | |
| 1789 | Pathfinding.Graphs.Navmesh.BBTree.CloseNode.distanceSq | closenode.html#distanceSq | |
| 1790 | Pathfinding.Graphs.Navmesh.BBTree.CloseNode.node | closenode.html#node | |
| 1791 | Pathfinding.Graphs.Navmesh.BBTree.CloseNode.tieBreakingDistance | closenode.html#tieBreakingDistance | |
| 1792 | Pathfinding.Graphs.Navmesh.BBTree.DistanceMetric | bbtree.html#DistanceMetric | |
| 1793 | Pathfinding.Graphs.Navmesh.BBTree.MAX_TREE_HEIGHT | bbtree.html#MAX_TREE_HEIGHT | |
| 1794 | Pathfinding.Graphs.Navmesh.BBTree.MaximumLeafSize | bbtree.html#MaximumLeafSize | |
| 1795 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.BoxWithDist.distSqr | boxwithdist.html#distSqr | |
| 1796 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.BoxWithDist.index | boxwithdist.html#index | |
| 1797 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.Current | nearbynodesiterator.html#Current | |
| 1798 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.current | nearbynodesiterator.html#current | |
| 1799 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.distanceThresholdSqr | nearbynodesiterator.html#distanceThresholdSqr | |
| 1800 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.indexInLeaf | nearbynodesiterator.html#indexInLeaf | |
| 1801 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.nodes | nearbynodesiterator.html#nodes | |
| 1802 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.point | nearbynodesiterator.html#point | |
| 1803 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.projection | nearbynodesiterator.html#projection | |
| 1804 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.stack | nearbynodesiterator.html#stack | |
| 1805 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.stackSize | nearbynodesiterator.html#stackSize | |
| 1806 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.tieBreakingDistanceThreshold | nearbynodesiterator.html#tieBreakingDistanceThreshold | |
| 1807 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.tree | nearbynodesiterator.html#tree | |
| 1808 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.triangles | nearbynodesiterator.html#triangles | |
| 1809 | Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.vertices | nearbynodesiterator.html#vertices | |
| 1810 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.alignedWithXZPlane | projectionparams.html#alignedWithXZPlane | |
| 1811 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.alignedWithXZPlaneBacking | projectionparams.html#alignedWithXZPlaneBacking | |
| 1812 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.distanceMetric | projectionparams.html#distanceMetric | |
| 1813 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.distanceScaleAlongProjectionAxis | projectionparams.html#distanceScaleAlongProjectionAxis | |
| 1814 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.planeProjection | projectionparams.html#planeProjection | |
| 1815 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.projectedUpNormalized | projectionparams.html#projectedUpNormalized | |
| 1816 | Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.projectionAxis | projectionparams.html#projectionAxis | |
| 1817 | Pathfinding.Graphs.Navmesh.BBTree.Size | bbtree.html#Size | |
| 1818 | Pathfinding.Graphs.Navmesh.BBTree.nodePermutation | bbtree.html#nodePermutation | |
| 1819 | Pathfinding.Graphs.Navmesh.BBTree.tree | bbtree.html#tree | Holds all tree nodes. |
| 1820 | Pathfinding.Graphs.Navmesh.CircleGeometryUtilities.circleRadiusAdjustmentFactors | circlegeometryutilities.html#circleRadiusAdjustmentFactors | Cached 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. |
| 1821 | Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.bounds | shapemesh.html#bounds | |
| 1822 | Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.endIndex | shapemesh.html#endIndex | |
| 1823 | Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.matrix | shapemesh.html#matrix | |
| 1824 | Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.startIndex | shapemesh.html#startIndex | |
| 1825 | Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.tag | shapemesh.html#tag | |
| 1826 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.Progress | buildnodetilesoutput.html#Progress | |
| 1827 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.dependency | buildnodetilesoutput.html#dependency | |
| 1828 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.tiles | buildnodetilesoutput.html#tiles | |
| 1829 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.astar | jobbuildnodes.html#astar | |
| 1830 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.graphIndex | jobbuildnodes.html#graphIndex | |
| 1831 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.graphToWorldSpace | jobbuildnodes.html#graphToWorldSpace | |
| 1832 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.initialPenalty | jobbuildnodes.html#initialPenalty | |
| 1833 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.maxTileConnectionEdgeDistance | jobbuildnodes.html#maxTileConnectionEdgeDistance | |
| 1834 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.recalculateNormals | jobbuildnodes.html#recalculateNormals | |
| 1835 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.tileLayout | jobbuildnodes.html#tileLayout | |
| 1836 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.BuildNavmeshOutput.Progress | buildnavmeshoutput.html#Progress | |
| 1837 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.BuildNavmeshOutput.tiles | buildnavmeshoutput.html#tiles | |
| 1838 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.matrix | jobtransformtilecoordinates.html#matrix | |
| 1839 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.outputVertices | jobtransformtilecoordinates.html#outputVertices | |
| 1840 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.vertices | jobtransformtilecoordinates.html#vertices | |
| 1841 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.indices | jobbuildtilemeshfromvertices.html#indices | |
| 1842 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.meshToGraph | jobbuildtilemeshfromvertices.html#meshToGraph | |
| 1843 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.outputBuffers | jobbuildtilemeshfromvertices.html#outputBuffers | |
| 1844 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.recalculateNormals | jobbuildtilemeshfromvertices.html#recalculateNormals | |
| 1845 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.vertices | jobbuildtilemeshfromvertices.html#vertices | |
| 1846 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildCompactField | jobbuildtilemeshfromvoxels.html#MarkerBuildCompactField | |
| 1847 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildConnections | jobbuildtilemeshfromvoxels.html#MarkerBuildConnections | |
| 1848 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildContours | jobbuildtilemeshfromvoxels.html#MarkerBuildContours | |
| 1849 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildDistanceField | jobbuildtilemeshfromvoxels.html#MarkerBuildDistanceField | |
| 1850 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildMesh | jobbuildtilemeshfromvoxels.html#MarkerBuildMesh | |
| 1851 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildRegions | jobbuildtilemeshfromvoxels.html#MarkerBuildRegions | |
| 1852 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerConvertAreasToTags | jobbuildtilemeshfromvoxels.html#MarkerConvertAreasToTags | |
| 1853 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerErodeWalkableArea | jobbuildtilemeshfromvoxels.html#MarkerErodeWalkableArea | |
| 1854 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerFilterLedges | jobbuildtilemeshfromvoxels.html#MarkerFilterLedges | |
| 1855 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerFilterLowHeightSpans | jobbuildtilemeshfromvoxels.html#MarkerFilterLowHeightSpans | |
| 1856 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerRemoveDuplicateVertices | jobbuildtilemeshfromvoxels.html#MarkerRemoveDuplicateVertices | |
| 1857 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerTransformTileCoordinates | jobbuildtilemeshfromvoxels.html#MarkerTransformTileCoordinates | |
| 1858 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerVoxelize | jobbuildtilemeshfromvoxels.html#MarkerVoxelize | |
| 1859 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.backgroundTraversability | jobbuildtilemeshfromvoxels.html#backgroundTraversability | |
| 1860 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.cellHeight | jobbuildtilemeshfromvoxels.html#cellHeight | |
| 1861 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.cellSize | jobbuildtilemeshfromvoxels.html#cellSize | |
| 1862 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.characterRadiusInVoxels | jobbuildtilemeshfromvoxels.html#characterRadiusInVoxels | |
| 1863 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.contourMaxError | jobbuildtilemeshfromvoxels.html#contourMaxError | |
| 1864 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.currentTileCounter | jobbuildtilemeshfromvoxels.html#currentTileCounter | |
| 1865 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.dimensionMode | jobbuildtilemeshfromvoxels.html#dimensionMode | |
| 1866 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.graphSpaceLimits | jobbuildtilemeshfromvoxels.html#graphSpaceLimits | Limits 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. |
| 1867 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.graphToWorldSpace | jobbuildtilemeshfromvoxels.html#graphToWorldSpace | |
| 1868 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.inputMeshes | jobbuildtilemeshfromvoxels.html#inputMeshes | |
| 1869 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxEdgeLength | jobbuildtilemeshfromvoxels.html#maxEdgeLength | |
| 1870 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxSlope | jobbuildtilemeshfromvoxels.html#maxSlope | |
| 1871 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxTiles | jobbuildtilemeshfromvoxels.html#maxTiles | Max number of tiles to process in this job. |
| 1872 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.minRegionSize | jobbuildtilemeshfromvoxels.html#minRegionSize | |
| 1873 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.outputMeshes | jobbuildtilemeshfromvoxels.html#outputMeshes | |
| 1874 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.relevantGraphSurfaceMode | jobbuildtilemeshfromvoxels.html#relevantGraphSurfaceMode | |
| 1875 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.relevantGraphSurfaces | jobbuildtilemeshfromvoxels.html#relevantGraphSurfaces | |
| 1876 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileBorderSizeInVoxels | jobbuildtilemeshfromvoxels.html#tileBorderSizeInVoxels | |
| 1877 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileBuilder | jobbuildtilemeshfromvoxels.html#tileBuilder | |
| 1878 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileGraphSpaceBounds | jobbuildtilemeshfromvoxels.html#tileGraphSpaceBounds | |
| 1879 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelToTileSpace | jobbuildtilemeshfromvoxels.html#voxelToTileSpace | |
| 1880 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelWalkableClimb | jobbuildtilemeshfromvoxels.html#voxelWalkableClimb | |
| 1881 | Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelWalkableHeight | jobbuildtilemeshfromvoxels.html#voxelWalkableHeight | |
| 1882 | Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.TileNodeConnectionsUnsafe.neighbourCounts | tilenodeconnectionsunsafe.html#neighbourCounts | Number of neighbours for each triangle. |
| 1883 | Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.TileNodeConnectionsUnsafe.neighbours | tilenodeconnectionsunsafe.html#neighbours | Stream of packed connection edge infos (from Connection.PackShapeEdgeInfo) |
| 1884 | Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.nodeConnections | jobcalculatetriangleconnections.html#nodeConnections | |
| 1885 | Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.tileMeshes | jobcalculatetriangleconnections.html#tileMeshes | |
| 1886 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.ConnectTilesMarker | jobconnecttiles.html#ConnectTilesMarker | |
| 1887 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.coordinateSum | jobconnecttiles.html#coordinateSum | |
| 1888 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.direction | jobconnecttiles.html#direction | |
| 1889 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.maxTileConnectionEdgeDistance | jobconnecttiles.html#maxTileConnectionEdgeDistance | Maximum vertical distance between two tiles to create a connection between them. |
| 1890 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tileRect | jobconnecttiles.html#tileRect | |
| 1891 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tileWorldSize | jobconnecttiles.html#tileWorldSize | |
| 1892 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tiles | jobconnecttiles.html#tiles | GCHandle referring to a NavmeshTile[] array of size tileRect.Width*tileRect.Height. |
| 1893 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.zOffset | jobconnecttiles.html#zOffset | |
| 1894 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.zStride | jobconnecttiles.html#zStride | |
| 1895 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.maxTileConnectionEdgeDistance | jobconnecttilessingle.html#maxTileConnectionEdgeDistance | Maximum vertical distance between two tiles to create a connection between them. |
| 1896 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileIndex1 | jobconnecttilessingle.html#tileIndex1 | Index of the first tile in the tiles array. |
| 1897 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileIndex2 | jobconnecttilessingle.html#tileIndex2 | Index of the second tile in the tiles array. |
| 1898 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileWorldSize | jobconnecttilessingle.html#tileWorldSize | Size of a tile in world units. |
| 1899 | Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tiles | jobconnecttilessingle.html#tiles | GCHandle referring to a NavmeshTile[] array of size tileRect.Width*tileRect.Height. |
| 1900 | Pathfinding.Graphs.Navmesh.Jobs.JobConvertAreasToTags.areas | jobconvertareastotags.html#areas | |
| 1901 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphIndex | jobcreatetiles.html#graphIndex | Graph index of the graph that these nodes will be added to. |
| 1902 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphTileCount | jobcreatetiles.html#graphTileCount | Number 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. |
| 1903 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphToWorldSpace | jobcreatetiles.html#graphToWorldSpace | Matrix to convert from graph space to world space. |
| 1904 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.initialPenalty | jobcreatetiles.html#initialPenalty | Initial penalty for all nodes in the tile. |
| 1905 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.recalculateNormals | jobcreatetiles.html#recalculateNormals | If true, all triangles will be guaranteed to be laid out in clockwise order. \n\nIf false, their original order will be preserved. |
| 1906 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileMeshes | jobcreatetiles.html#tileMeshes | An array of TileMesh.TileMeshUnsafe of length tileRect.Width*tileRect.Height. |
| 1907 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileRect | jobcreatetiles.html#tileRect | Rectangle 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. |
| 1908 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileWorldSize | jobcreatetiles.html#tileWorldSize | Size of a tile in world units along the graph's X and Z axes. |
| 1909 | Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tiles | jobcreatetiles.html#tiles | An array of NavmeshTile of length tileRect.Width*tileRect.Height. \n\nThis array will be filled with the created tiles. |
| 1910 | Pathfinding.Graphs.Navmesh.Jobs.JobTransformTileCoordinates.matrix | jobtransformtilecoordinates2.html#matrix | |
| 1911 | Pathfinding.Graphs.Navmesh.Jobs.JobTransformTileCoordinates.vertices | jobtransformtilecoordinates2.html#vertices | Element type Int3. |
| 1912 | Pathfinding.Graphs.Navmesh.Jobs.JobWriteNodeConnections.nodeConnections | jobwritenodeconnections.html#nodeConnections | Connections for each tile. |
| 1913 | Pathfinding.Graphs.Navmesh.Jobs.JobWriteNodeConnections.tiles | jobwritenodeconnections.html#tiles | Array of NavmeshTile. |
| 1914 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.compactVoxelField | tilebuilderburst.html#compactVoxelField | |
| 1915 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.contourVertices | tilebuilderburst.html#contourVertices | |
| 1916 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.contours | tilebuilderburst.html#contours | |
| 1917 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.distanceField | tilebuilderburst.html#distanceField | |
| 1918 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.linkedVoxelField | tilebuilderburst.html#linkedVoxelField | |
| 1919 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.tmpQueue1 | tilebuilderburst.html#tmpQueue1 | |
| 1920 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.tmpQueue2 | tilebuilderburst.html#tmpQueue2 | |
| 1921 | Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.voxelMesh | tilebuilderburst.html#voxelMesh | |
| 1922 | Pathfinding.Graphs.Navmesh.NavmeshTile.bbTree | navmeshtile.html#bbTree | Bounding Box Tree for node lookups. |
| 1923 | Pathfinding.Graphs.Navmesh.NavmeshTile.d | navmeshtile.html#d | Depth, in tile coordinates. \n\n[more in online documentation] |
| 1924 | Pathfinding.Graphs.Navmesh.NavmeshTile.flag | navmeshtile.html#flag | Temporary flag used for batching. |
| 1925 | Pathfinding.Graphs.Navmesh.NavmeshTile.graph | navmeshtile.html#graph | The graph which contains this tile. |
| 1926 | Pathfinding.Graphs.Navmesh.NavmeshTile.nodes | navmeshtile.html#nodes | All nodes in the tile. |
| 1927 | Pathfinding.Graphs.Navmesh.NavmeshTile.transform | navmeshtile.html#transform | Transforms coordinates from graph space to world space. |
| 1928 | Pathfinding.Graphs.Navmesh.NavmeshTile.tris | navmeshtile.html#tris | All 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. |
| 1929 | Pathfinding.Graphs.Navmesh.NavmeshTile.verts | navmeshtile.html#verts | All vertices in the tile. \n\nThe vertices are in world space.\n\nThis represents an allocation using the Persistent allocator. |
| 1930 | Pathfinding.Graphs.Navmesh.NavmeshTile.vertsInGraphSpace | navmeshtile.html#vertsInGraphSpace | All vertices in the tile. \n\nThe vertices are in graph space.\n\nThis represents an allocation using the Persistent allocator. |
| 1931 | Pathfinding.Graphs.Navmesh.NavmeshTile.w | navmeshtile.html#w | Width, in tile coordinates. \n\n[more in online documentation] |
| 1932 | Pathfinding.Graphs.Navmesh.NavmeshTile.x | navmeshtile.html#x | Tile X Coordinate. |
| 1933 | Pathfinding.Graphs.Navmesh.NavmeshTile.z | navmeshtile.html#z | Tile Z Coordinate. |
| 1934 | Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.forcedReloadRects | navmeshupdatesettings.html#forcedReloadRects | |
| 1935 | Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.graph | navmeshupdatesettings.html#graph | |
| 1936 | Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.handler | navmeshupdatesettings.html#handler | |
| 1937 | Pathfinding.Graphs.Navmesh.NavmeshUpdates.astar | navmeshupdates.html#astar | |
| 1938 | Pathfinding.Graphs.Navmesh.NavmeshUpdates.lastUpdateTime | navmeshupdates.html#lastUpdateTime | Last time navmesh cuts were applied. |
| 1939 | Pathfinding.Graphs.Navmesh.NavmeshUpdates.updateInterval | navmeshupdates.html#updateInterval | How 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> |
| 1940 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.BoxColliderTris | recastmeshgatherer.html#BoxColliderTris | Box Collider triangle indices can be reused for multiple instances. \n\n[more in online documentation] |
| 1941 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.BoxColliderVerts | recastmeshgatherer.html#BoxColliderVerts | Box Collider vertices can be reused for multiple instances. \n\n[more in online documentation] |
| 1942 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.area | gatheredmesh.html#area | Area 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. |
| 1943 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.areaIsTag | gatheredmesh.html#areaIsTag | See RasterizationMesh.areaIsTag. |
| 1944 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.bounds | gatheredmesh.html#bounds | World bounds of the mesh. \n\nAssumed to already be multiplied with the matrix. |
| 1945 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.doubleSided | gatheredmesh.html#doubleSided | See RasterizationMesh.doubleSided. |
| 1946 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.flatten | gatheredmesh.html#flatten | See RasterizationMesh.flatten. |
| 1947 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.indexEnd | gatheredmesh.html#indexEnd | End index in the triangle array. \n\n-1 indicates the end of the array. |
| 1948 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.indexStart | gatheredmesh.html#indexStart | Start index in the triangle array. |
| 1949 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.matrix | gatheredmesh.html#matrix | Matrix to transform the vertices by. |
| 1950 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.meshDataIndex | gatheredmesh.html#meshDataIndex | Index in the meshData array. \n\nCan be retrieved from the RecastMeshGatherer.AddMeshBuffers method. |
| 1951 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.solid | gatheredmesh.html#solid | If 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. |
| 1952 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.Box | meshcacheitem.html#Box | |
| 1953 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.mesh | meshcacheitem.html#mesh | |
| 1954 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.quantizedHeight | meshcacheitem.html#quantizedHeight | |
| 1955 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.rows | meshcacheitem.html#rows | |
| 1956 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.type | meshcacheitem.html#type | |
| 1957 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.meshes | meshcollection.html#meshes | |
| 1958 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.meshesUnreadableAtRuntime | meshcollection.html#meshesUnreadableAtRuntime | |
| 1959 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.triangleBuffers | meshcollection.html#triangleBuffers | |
| 1960 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.vertexBuffers | meshcollection.html#vertexBuffers | |
| 1961 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshType | recastmeshgatherer.html#MeshType | |
| 1962 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.localScale | treeinfo.html#localScale | |
| 1963 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.submeshes | treeinfo.html#submeshes | |
| 1964 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.supportsRotation | treeinfo.html#supportsRotation | |
| 1965 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.bounds | recastmeshgatherer.html#bounds | |
| 1966 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.cachedMeshes | recastmeshgatherer.html#cachedMeshes | |
| 1967 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.cachedTreePrefabs | recastmeshgatherer.html#cachedTreePrefabs | |
| 1968 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.dummyMaterials | recastmeshgatherer.html#dummyMaterials | |
| 1969 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.mask | recastmeshgatherer.html#mask | |
| 1970 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.maxColliderApproximationError | recastmeshgatherer.html#maxColliderApproximationError | |
| 1971 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshData | recastmeshgatherer.html#meshData | |
| 1972 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshes | recastmeshgatherer.html#meshes | |
| 1973 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshesUnreadableAtRuntime | recastmeshgatherer.html#meshesUnreadableAtRuntime | |
| 1974 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.modificationsByLayer | recastmeshgatherer.html#modificationsByLayer | |
| 1975 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.modificationsByLayer2D | recastmeshgatherer.html#modificationsByLayer2D | |
| 1976 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.scene | recastmeshgatherer.html#scene | |
| 1977 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.tagMask | recastmeshgatherer.html#tagMask | |
| 1978 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.terrainDownsamplingFactor | recastmeshgatherer.html#terrainDownsamplingFactor | |
| 1979 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.triangleBuffers | recastmeshgatherer.html#triangleBuffers | |
| 1980 | Pathfinding.Graphs.Navmesh.RecastMeshGatherer.vertexBuffers | recastmeshgatherer.html#vertexBuffers | |
| 1981 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Next | relevantgraphsurface.html#Next | |
| 1982 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Position | relevantgraphsurface.html#Position | |
| 1983 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Prev | relevantgraphsurface.html#Prev | |
| 1984 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Root | relevantgraphsurface.html#Root | |
| 1985 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.maxRange | relevantgraphsurface.html#maxRange | |
| 1986 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.next | relevantgraphsurface.html#next | |
| 1987 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.position | relevantgraphsurface.html#position | |
| 1988 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.prev | relevantgraphsurface.html#prev | |
| 1989 | Pathfinding.Graphs.Navmesh.RelevantGraphSurface.root | relevantgraphsurface.html#root | |
| 1990 | Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.bucketRanges | bucketmapping.html#bucketRanges | For 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 > 0 ? bucketRanges[i-1] : 0, bucketRanges[i]).\n\nThe length is the same as the number of tiles. |
| 1991 | Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.meshes | bucketmapping.html#meshes | All meshes that should be voxelized. |
| 1992 | Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.pointers | bucketmapping.html#pointers | Indices into the meshes array. |
| 1993 | Pathfinding.Graphs.Navmesh.TileBuilder.TileBorderSizeInVoxels | tilebuilder.html#TileBorderSizeInVoxels | Number 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) |
| 1994 | Pathfinding.Graphs.Navmesh.TileBuilder.TileBorderSizeInWorldUnits | tilebuilder.html#TileBorderSizeInWorldUnits | |
| 1995 | Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.Progress | tilebuilderoutput.html#Progress | |
| 1996 | Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.currentTileCounter | tilebuilderoutput.html#currentTileCounter | |
| 1997 | Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.meshesUnreadableAtRuntime | tilebuilderoutput.html#meshesUnreadableAtRuntime | |
| 1998 | Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.tileMeshes | tilebuilderoutput.html#tileMeshes | |
| 1999 | Pathfinding.Graphs.Navmesh.TileBuilder.backgroundTraversability | tilebuilder.html#backgroundTraversability | |
| 2000 | Pathfinding.Graphs.Navmesh.TileBuilder.characterRadiusInVoxels | tilebuilder.html#characterRadiusInVoxels | |
| 2001 | Pathfinding.Graphs.Navmesh.TileBuilder.collectionSettings | tilebuilder.html#collectionSettings | |
| 2002 | Pathfinding.Graphs.Navmesh.TileBuilder.contourMaxError | tilebuilder.html#contourMaxError | |
| 2003 | Pathfinding.Graphs.Navmesh.TileBuilder.dimensionMode | tilebuilder.html#dimensionMode | |
| 2004 | Pathfinding.Graphs.Navmesh.TileBuilder.maxEdgeLength | tilebuilder.html#maxEdgeLength | |
| 2005 | Pathfinding.Graphs.Navmesh.TileBuilder.maxSlope | tilebuilder.html#maxSlope | |
| 2006 | Pathfinding.Graphs.Navmesh.TileBuilder.minRegionSize | tilebuilder.html#minRegionSize | |
| 2007 | Pathfinding.Graphs.Navmesh.TileBuilder.perLayerModifications | tilebuilder.html#perLayerModifications | |
| 2008 | Pathfinding.Graphs.Navmesh.TileBuilder.relevantGraphSurfaceMode | tilebuilder.html#relevantGraphSurfaceMode | |
| 2009 | Pathfinding.Graphs.Navmesh.TileBuilder.scene | tilebuilder.html#scene | |
| 2010 | Pathfinding.Graphs.Navmesh.TileBuilder.tileBorderSizeInVoxels | tilebuilder.html#tileBorderSizeInVoxels | |
| 2011 | Pathfinding.Graphs.Navmesh.TileBuilder.tileLayout | tilebuilder.html#tileLayout | |
| 2012 | Pathfinding.Graphs.Navmesh.TileBuilder.tileRect | tilebuilder.html#tileRect | |
| 2013 | Pathfinding.Graphs.Navmesh.TileBuilder.walkableClimb | tilebuilder.html#walkableClimb | |
| 2014 | Pathfinding.Graphs.Navmesh.TileBuilder.walkableHeight | tilebuilder.html#walkableHeight | |
| 2015 | Pathfinding.Graphs.Navmesh.TileHandler.Cut.bounds | cut.html#bounds | Bounds in XZ space. |
| 2016 | Pathfinding.Graphs.Navmesh.TileHandler.Cut.boundsY | cut.html#boundsY | X is the lower bound on the y axis, Y is the upper bounds on the Y axis. |
| 2017 | Pathfinding.Graphs.Navmesh.TileHandler.Cut.contour | cut.html#contour | |
| 2018 | Pathfinding.Graphs.Navmesh.TileHandler.Cut.cutsAddedGeom | cut.html#cutsAddedGeom | |
| 2019 | Pathfinding.Graphs.Navmesh.TileHandler.Cut.isDual | cut.html#isDual | |
| 2020 | Pathfinding.Graphs.Navmesh.TileHandler.CutMode | tilehandler.html#CutMode | |
| 2021 | Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.tags | cuttingresult.html#tags | |
| 2022 | Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.tris | cuttingresult.html#tris | |
| 2023 | Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.verts | cuttingresult.html#verts | |
| 2024 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.Depth | tiletype.html#Depth | |
| 2025 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.Rotations | tiletype.html#Rotations | Matrices 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> |
| 2026 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.Width | tiletype.html#Width | |
| 2027 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.depth | tiletype.html#depth | |
| 2028 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.lastRotation | tiletype.html#lastRotation | |
| 2029 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.lastYOffset | tiletype.html#lastYOffset | |
| 2030 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.offset | tiletype.html#offset | |
| 2031 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.tags | tiletype.html#tags | |
| 2032 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.tris | tiletype.html#tris | |
| 2033 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.verts | tiletype.html#verts | |
| 2034 | Pathfinding.Graphs.Navmesh.TileHandler.TileType.width | tiletype.html#width | |
| 2035 | Pathfinding.Graphs.Navmesh.TileHandler.activeTileOffsets | tilehandler.html#activeTileOffsets | Offsets along the Y axis of the active tiles. |
| 2036 | Pathfinding.Graphs.Navmesh.TileHandler.activeTileRotations | tilehandler.html#activeTileRotations | Rotations of the active tiles. |
| 2037 | Pathfinding.Graphs.Navmesh.TileHandler.activeTileTypes | tilehandler.html#activeTileTypes | Which tile type is active on each tile index. \n\nThis array will be tileXCount*tileZCount elements long. |
| 2038 | Pathfinding.Graphs.Navmesh.TileHandler.batchDepth | tilehandler.html#batchDepth | Positive while batching tile updates. \n\nBatching tile updates has a positive effect on performance |
| 2039 | Pathfinding.Graphs.Navmesh.TileHandler.cached_Int2_int_dict | tilehandler.html#cached_Int2_int_dict | Cached dictionary to avoid excessive allocations. |
| 2040 | Pathfinding.Graphs.Navmesh.TileHandler.clipper | tilehandler.html#clipper | Handles polygon clipping operations. |
| 2041 | Pathfinding.Graphs.Navmesh.TileHandler.cuts | tilehandler.html#cuts | NavmeshCut and NavmeshAdd components registered to this tile handler. \n\nThis is updated by the NavmeshUpdates class. \n\n[more in online documentation] |
| 2042 | Pathfinding.Graphs.Navmesh.TileHandler.graph | tilehandler.html#graph | The underlaying graph which is handled by this instance. |
| 2043 | Pathfinding.Graphs.Navmesh.TileHandler.isBatching | tilehandler.html#isBatching | True while batching tile updates. \n\nBatching tile updates has a positive effect on performance |
| 2044 | Pathfinding.Graphs.Navmesh.TileHandler.isValid | tilehandler.html#isValid | True 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. |
| 2045 | Pathfinding.Graphs.Navmesh.TileHandler.reloadedInBatch | tilehandler.html#reloadedInBatch | A flag for each tile that is set to true if it has been reloaded while batching is in progress. |
| 2046 | Pathfinding.Graphs.Navmesh.TileHandler.simpleClipper | tilehandler.html#simpleClipper | Utility 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 |
| 2047 | Pathfinding.Graphs.Navmesh.TileHandler.tileXCount | tilehandler.html#tileXCount | Number of tiles along the x axis. |
| 2048 | Pathfinding.Graphs.Navmesh.TileHandler.tileZCount | tilehandler.html#tileZCount | Number of tiles along the z axis. |
| 2049 | Pathfinding.Graphs.Navmesh.TileLayout.CellHeight | tilelayout.html#CellHeight | Voxel y coordinates will be stored as ushorts which have 65536 values. \n\nLeave a margin to make sure things do not overflow |
| 2050 | Pathfinding.Graphs.Navmesh.TileLayout.TileWorldSizeX | tilelayout.html#TileWorldSizeX | Size of a tile in world units, along the graph's X axis. |
| 2051 | Pathfinding.Graphs.Navmesh.TileLayout.TileWorldSizeZ | tilelayout.html#TileWorldSizeZ | Size of a tile in world units, along the graph's Z axis. |
| 2052 | Pathfinding.Graphs.Navmesh.TileLayout.cellSize | tilelayout.html#cellSize | Voxel 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> |
| 2053 | Pathfinding.Graphs.Navmesh.TileLayout.graphSpaceSize | tilelayout.html#graphSpaceSize | Size 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. |
| 2054 | Pathfinding.Graphs.Navmesh.TileLayout.tileCount | tilelayout.html#tileCount | How many tiles there are in the grid. |
| 2055 | Pathfinding.Graphs.Navmesh.TileLayout.tileSizeInVoxels | tilelayout.html#tileSizeInVoxels | Size of a tile in voxels along the X and Z axes. |
| 2056 | Pathfinding.Graphs.Navmesh.TileLayout.transform | tilelayout.html#transform | Transforms coordinates from graph space to world space. |
| 2057 | Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.tags | tilemeshunsafe.html#tags | One tag per triangle, of type uint. |
| 2058 | Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.triangles | tilemeshunsafe.html#triangles | Three indices per triangle, of type int. |
| 2059 | Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.verticesInTileSpace | tilemeshunsafe.html#verticesInTileSpace | One vertex per triangle, of type Int3. |
| 2060 | Pathfinding.Graphs.Navmesh.TileMesh.tags | tilemesh.html#tags | One tag per triangle. |
| 2061 | Pathfinding.Graphs.Navmesh.TileMesh.triangles | tilemesh.html#triangles | |
| 2062 | Pathfinding.Graphs.Navmesh.TileMesh.verticesInTileSpace | tilemesh.html#verticesInTileSpace | |
| 2063 | Pathfinding.Graphs.Navmesh.TileMeshes.tileMeshes | tilemeshes.html#tileMeshes | Tiles laid out row by row. |
| 2064 | Pathfinding.Graphs.Navmesh.TileMeshes.tileRect | tilemeshes.html#tileRect | Which tiles in the graph this group of tiles represents. |
| 2065 | Pathfinding.Graphs.Navmesh.TileMeshes.tileWorldSize | tilemeshes.html#tileWorldSize | World-space size of each tile. |
| 2066 | Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileMeshes | tilemeshesunsafe.html#tileMeshes | |
| 2067 | Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileRect | tilemeshesunsafe.html#tileRect | |
| 2068 | Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileWorldSize | tilemeshesunsafe.html#tileWorldSize | |
| 2069 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.max | cellminmax.html#max | |
| 2070 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.min | cellminmax.html#min | |
| 2071 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.objectID | cellminmax.html#objectID | |
| 2072 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelCell.count | compactvoxelcell.html#count | |
| 2073 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelCell.index | compactvoxelcell.html#index | |
| 2074 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.MaxLayers | compactvoxelfield.html#MaxLayers | Unmotivated variable, but let's clamp the layers at 65535. |
| 2075 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.NotConnected | compactvoxelfield.html#NotConnected | |
| 2076 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.UnwalkableArea | compactvoxelfield.html#UnwalkableArea | |
| 2077 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.areaTypes | compactvoxelfield.html#areaTypes | |
| 2078 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.cells | compactvoxelfield.html#cells | |
| 2079 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.depth | compactvoxelfield.html#depth | |
| 2080 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.spans | compactvoxelfield.html#spans | |
| 2081 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.voxelWalkableHeight | compactvoxelfield.html#voxelWalkableHeight | |
| 2082 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.width | compactvoxelfield.html#width | |
| 2083 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.con | compactvoxelspan.html#con | |
| 2084 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.h | compactvoxelspan.html#h | |
| 2085 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.reg | compactvoxelspan.html#reg | |
| 2086 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.y | compactvoxelspan.html#y | |
| 2087 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildCompactField.input | jobbuildcompactfield.html#input | |
| 2088 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildCompactField.output | jobbuildcompactfield.html#output | |
| 2089 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.field | jobbuildconnections.html#field | |
| 2090 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.voxelWalkableClimb | jobbuildconnections.html#voxelWalkableClimb | |
| 2091 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.voxelWalkableHeight | jobbuildconnections.html#voxelWalkableHeight | |
| 2092 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.buildFlags | jobbuildcontours.html#buildFlags | |
| 2093 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.cellSize | jobbuildcontours.html#cellSize | |
| 2094 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.field | jobbuildcontours.html#field | |
| 2095 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.maxEdgeLength | jobbuildcontours.html#maxEdgeLength | |
| 2096 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.maxError | jobbuildcontours.html#maxError | |
| 2097 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.outputContours | jobbuildcontours.html#outputContours | |
| 2098 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.outputVerts | jobbuildcontours.html#outputVerts | |
| 2099 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildDistanceField.field | jobbuilddistancefield.html#field | |
| 2100 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildDistanceField.output | jobbuilddistancefield.html#output | |
| 2101 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.contourVertices | jobbuildmesh.html#contourVertices | |
| 2102 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.contours | jobbuildmesh.html#contours | contour set to build a mesh from. |
| 2103 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.field | jobbuildmesh.html#field | |
| 2104 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.mesh | jobbuildmesh.html#mesh | Results will be written to this mesh. |
| 2105 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.RelevantGraphSurfaceInfo.position | relevantgraphsurfaceinfo.html#position | |
| 2106 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.RelevantGraphSurfaceInfo.range | relevantgraphsurfaceinfo.html#range | |
| 2107 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.borderSize | jobbuildregions.html#borderSize | |
| 2108 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.cellHeight | jobbuildregions.html#cellHeight | |
| 2109 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.cellSize | jobbuildregions.html#cellSize | |
| 2110 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.distanceField | jobbuildregions.html#distanceField | |
| 2111 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.dstQue | jobbuildregions.html#dstQue | |
| 2112 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.field | jobbuildregions.html#field | |
| 2113 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.graphSpaceBounds | jobbuildregions.html#graphSpaceBounds | |
| 2114 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.graphTransform | jobbuildregions.html#graphTransform | |
| 2115 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.minRegionSize | jobbuildregions.html#minRegionSize | |
| 2116 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.relevantGraphSurfaceMode | jobbuildregions.html#relevantGraphSurfaceMode | |
| 2117 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.relevantGraphSurfaces | jobbuildregions.html#relevantGraphSurfaces | |
| 2118 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.srcQue | jobbuildregions.html#srcQue | |
| 2119 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobErodeWalkableArea.field | joberodewalkablearea.html#field | |
| 2120 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobErodeWalkableArea.radius | joberodewalkablearea.html#radius | |
| 2121 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.cellHeight | jobfilterledges.html#cellHeight | |
| 2122 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.cellSize | jobfilterledges.html#cellSize | |
| 2123 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.field | jobfilterledges.html#field | |
| 2124 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.voxelWalkableClimb | jobfilterledges.html#voxelWalkableClimb | |
| 2125 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.voxelWalkableHeight | jobfilterledges.html#voxelWalkableHeight | |
| 2126 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLowHeightSpans.field | jobfilterlowheightspans.html#field | |
| 2127 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLowHeightSpans.voxelWalkableHeight | jobfilterlowheightspans.html#voxelWalkableHeight | |
| 2128 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.bucket | jobvoxelize.html#bucket | |
| 2129 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.cellHeight | jobvoxelize.html#cellHeight | The y-axis cell size to use for fields. \n\n[Limit: > 0] [Units: wu] |
| 2130 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.cellSize | jobvoxelize.html#cellSize | The xz-plane cell size to use for fields. \n\n[Limit: > 0] [Units: wu] |
| 2131 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphSpaceBounds | jobvoxelize.html#graphSpaceBounds | |
| 2132 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphSpaceLimits | jobvoxelize.html#graphSpaceLimits | |
| 2133 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphTransform | jobvoxelize.html#graphTransform | |
| 2134 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.inputMeshes | jobvoxelize.html#inputMeshes | |
| 2135 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.maxSlope | jobvoxelize.html#maxSlope | The maximum slope that is considered walkable. \n\n[Limits: 0 <= value < 90] [Units: Degrees] |
| 2136 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelArea | jobvoxelize.html#voxelArea | |
| 2137 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelWalkableClimb | jobvoxelize.html#voxelWalkableClimb | Maximum ledge height that is considered to still be traversable. \n\n[Limit: >=0] [Units: vx] |
| 2138 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelWalkableHeight | jobvoxelize.html#voxelWalkableHeight | Minimum floor to 'ceiling' height that will still allow the floor area to be considered walkable. \n\n[Limit: >= 3] [Units: vx] |
| 2139 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.AvgSpanLayerCountEstimate | linkedvoxelfield.html#AvgSpanLayerCountEstimate | Initial estimate on the average number of spans (layers) in the voxel representation. \n\nShould be greater or equal to 1 |
| 2140 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.InvalidSpanValue | linkedvoxelfield.html#InvalidSpanValue | Constant 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 |
| 2141 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.MaxHeight | linkedvoxelfield.html#MaxHeight | |
| 2142 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.MaxHeightInt | linkedvoxelfield.html#MaxHeightInt | |
| 2143 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.depth | linkedvoxelfield.html#depth | The depth of the field along the z-axis. \n\n[Limit: >= 0] [Units: voxels] |
| 2144 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.flatten | linkedvoxelfield.html#flatten | |
| 2145 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.height | linkedvoxelfield.html#height | The maximum height coordinate. \n\n[Limit: >= 0, <= MaxHeight] [Units: voxels] |
| 2146 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.linkedCellMinMax | linkedvoxelfield.html#linkedCellMinMax | |
| 2147 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.linkedSpans | linkedvoxelfield.html#linkedSpans | |
| 2148 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.removedStack | linkedvoxelfield.html#removedStack | |
| 2149 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.width | linkedvoxelfield.html#width | The width of the field along the x-axis. \n\n[Limit: >= 0] [Units: voxels] |
| 2150 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.area | linkedvoxelspan.html#area | |
| 2151 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.bottom | linkedvoxelspan.html#bottom | |
| 2152 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.next | linkedvoxelspan.html#next | |
| 2153 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.top | linkedvoxelspan.html#top | |
| 2154 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.NativeHashMapInt3Int | burst.html#NativeHashMapInt3Int | |
| 2155 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.area | rasterizationmesh.html#area | |
| 2156 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.areaIsTag | rasterizationmesh.html#areaIsTag | If true, the area will be interpreted as a node tag and applied to the final nodes. |
| 2157 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.bounds | rasterizationmesh.html#bounds | World bounds of the mesh. \n\nAssumed to already be multiplied with the matrix |
| 2158 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.doubleSided | rasterizationmesh.html#doubleSided | If true, both sides of the mesh will be walkable. \n\nIf false, only the side that the normal points towards will be walkable |
| 2159 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.matrix | rasterizationmesh.html#matrix | |
| 2160 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.solid | rasterizationmesh.html#solid | If 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. |
| 2161 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.triangles | rasterizationmesh.html#triangles | |
| 2162 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.vertices | rasterizationmesh.html#vertices | |
| 2163 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.area | voxelcontour.html#area | Area ID of the contour. |
| 2164 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.nverts | voxelcontour.html#nverts | |
| 2165 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.reg | voxelcontour.html#reg | Region ID of the contour. |
| 2166 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.vertexStartIndex | voxelcontour.html#vertexStartIndex | Vertex coordinates, each vertex contains 4 components. |
| 2167 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.areas | voxelmesh.html#areas | Area index for each triangle. |
| 2168 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.tris | voxelmesh.html#tris | Triangles of the mesh. \n\nEach element points to a vertex in the verts array |
| 2169 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.verts | voxelmesh.html#verts | Vertices of the mesh. |
| 2170 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.BorderReg | voxelutilityburst.html#BorderReg | If heightfield region ID has the following bit set, the region is on border area and excluded from many calculations. |
| 2171 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.ContourRegMask | voxelutilityburst.html#ContourRegMask | Mask used with contours to extract region id. |
| 2172 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.DX | voxelutilityburst.html#DX | |
| 2173 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.DZ | voxelutilityburst.html#DZ | |
| 2174 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_AREA_BORDER | voxelutilityburst.html#RC_AREA_BORDER | |
| 2175 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_BORDER_VERTEX | voxelutilityburst.html#RC_BORDER_VERTEX | If 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. |
| 2176 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_AREA_EDGES | voxelutilityburst.html#RC_CONTOUR_TESS_AREA_EDGES | Tessellate edges between areas. |
| 2177 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_TILE_EDGES | voxelutilityburst.html#RC_CONTOUR_TESS_TILE_EDGES | Tessellate edges at the border of the tile. |
| 2178 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_WALL_EDGES | voxelutilityburst.html#RC_CONTOUR_TESS_WALL_EDGES | Tessellate wall edges. |
| 2179 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.TagReg | voxelutilityburst.html#TagReg | If a cell region has this bit set then The remaining region bits (see TagRegMask) will be used for the node's tag. |
| 2180 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.TagRegMask | voxelutilityburst.html#TagRegMask | All bits in the region which will be interpreted as a tag. |
| 2181 | Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.VERTEX_BUCKET_COUNT | voxelutilityburst.html#VERTEX_BUCKET_COUNT | |
| 2182 | Pathfinding.Graphs.Navmesh.Voxelization.Int3PolygonClipper.clipPolygonCache | int3polygonclipper.html#clipPolygonCache | Cache this buffer to avoid unnecessary allocations. |
| 2183 | Pathfinding.Graphs.Navmesh.Voxelization.Int3PolygonClipper.clipPolygonIntCache | int3polygonclipper.html#clipPolygonIntCache | Cache this buffer to avoid unnecessary allocations. |
| 2184 | Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.n | voxelpolygonclipper.html#n | |
| 2185 | Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.this[int i] | voxelpolygonclipper.html#thisinti | |
| 2186 | Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.x | voxelpolygonclipper.html#x | |
| 2187 | Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.y | voxelpolygonclipper.html#y | |
| 2188 | Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.z | voxelpolygonclipper.html#z | |
| 2189 | Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.costIndexStride | euclideanembeddingsearchpath.html#costIndexStride | |
| 2190 | Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.costs | euclideanembeddingsearchpath.html#costs | |
| 2191 | Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.furthestNode | euclideanembeddingsearchpath.html#furthestNode | |
| 2192 | Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.furthestNodeScore | euclideanembeddingsearchpath.html#furthestNodeScore | |
| 2193 | Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.pivotIndex | euclideanembeddingsearchpath.html#pivotIndex | |
| 2194 | Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.startNode | euclideanembeddingsearchpath.html#startNode | |
| 2195 | Pathfinding.Graphs.Util.EuclideanEmbedding.costs | euclideanembedding.html#costs | Costs 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] |
| 2196 | Pathfinding.Graphs.Util.EuclideanEmbedding.dirty | euclideanembedding.html#dirty | |
| 2197 | Pathfinding.Graphs.Util.EuclideanEmbedding.mode | euclideanembedding.html#mode | If heuristic optimization should be used and how to place the pivot points. \n\n[more in online documentation] |
| 2198 | Pathfinding.Graphs.Util.EuclideanEmbedding.pivotCount | euclideanembedding.html#pivotCount | |
| 2199 | Pathfinding.Graphs.Util.EuclideanEmbedding.pivotPointRoot | euclideanembedding.html#pivotPointRoot | All children of this transform will be used as pivot points. |
| 2200 | Pathfinding.Graphs.Util.EuclideanEmbedding.pivots | euclideanembedding.html#pivots | |
| 2201 | Pathfinding.Graphs.Util.EuclideanEmbedding.ra | euclideanembedding.html#ra | |
| 2202 | Pathfinding.Graphs.Util.EuclideanEmbedding.rc | euclideanembedding.html#rc | |
| 2203 | Pathfinding.Graphs.Util.EuclideanEmbedding.rval | euclideanembedding.html#rval | |
| 2204 | Pathfinding.Graphs.Util.EuclideanEmbedding.seed | euclideanembedding.html#seed | |
| 2205 | Pathfinding.Graphs.Util.EuclideanEmbedding.spreadOutCount | euclideanembedding.html#spreadOutCount | |
| 2206 | Pathfinding.Graphs.Util.GridLookup.AllItems | gridlookup.html#AllItems | Linked list of all items. |
| 2207 | Pathfinding.Graphs.Util.GridLookup.Item.next | item.html#next | |
| 2208 | Pathfinding.Graphs.Util.GridLookup.Item.prev | item.html#prev | |
| 2209 | Pathfinding.Graphs.Util.GridLookup.Item.root | item.html#root | |
| 2210 | Pathfinding.Graphs.Util.GridLookup.Root.flag | root.html#flag | |
| 2211 | Pathfinding.Graphs.Util.GridLookup.Root.items | root.html#items | References to an item in each grid cell that this object is contained inside. |
| 2212 | Pathfinding.Graphs.Util.GridLookup.Root.next | root.html#next | Next item in the linked list of all roots. |
| 2213 | Pathfinding.Graphs.Util.GridLookup.Root.obj | root.html#obj | Underlying object. |
| 2214 | Pathfinding.Graphs.Util.GridLookup.Root.prev | root.html#prev | Previous item in the linked list of all roots. |
| 2215 | Pathfinding.Graphs.Util.GridLookup.Root.previousBounds | root.html#previousBounds | |
| 2216 | Pathfinding.Graphs.Util.GridLookup.Root.previousPosition | root.html#previousPosition | |
| 2217 | Pathfinding.Graphs.Util.GridLookup.Root.previousRotation | root.html#previousRotation | |
| 2218 | Pathfinding.Graphs.Util.GridLookup.all | gridlookup.html#all | Linked list of all items. \n\nNote that the first item in the list is a dummy item and does not contain any data. |
| 2219 | Pathfinding.Graphs.Util.GridLookup.cells | gridlookup.html#cells | |
| 2220 | Pathfinding.Graphs.Util.GridLookup.itemPool | gridlookup.html#itemPool | |
| 2221 | Pathfinding.Graphs.Util.GridLookup.rootLookup | gridlookup.html#rootLookup | |
| 2222 | Pathfinding.Graphs.Util.GridLookup.size | gridlookup.html#size | |
| 2223 | Pathfinding.Graphs.Util.HeuristicOptimizationMode | util.html#HeuristicOptimizationMode | |
| 2224 | Pathfinding.GridGraph.CombinedGridGraphUpdatePromise.promises | combinedgridgraphupdatepromise.html#promises | |
| 2225 | Pathfinding.GridGraph.Depth | gridgraph.html#Depth | |
| 2226 | Pathfinding.GridGraph.FixedPrecisionScale | gridgraph.html#FixedPrecisionScale | Scaling 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. |
| 2227 | Pathfinding.GridGraph.GridGraphMovePromise.dx | gridgraphmovepromise.html#dx | |
| 2228 | Pathfinding.GridGraph.GridGraphMovePromise.dz | gridgraphmovepromise.html#dz | |
| 2229 | Pathfinding.GridGraph.GridGraphMovePromise.graph | gridgraphmovepromise.html#graph | |
| 2230 | Pathfinding.GridGraph.GridGraphMovePromise.promises | gridgraphmovepromise.html#promises | |
| 2231 | Pathfinding.GridGraph.GridGraphMovePromise.rects | gridgraphmovepromise.html#rects | |
| 2232 | Pathfinding.GridGraph.GridGraphMovePromise.startingSize | gridgraphmovepromise.html#startingSize | |
| 2233 | Pathfinding.GridGraph.GridGraphSnapshot.graph | gridgraphsnapshot.html#graph | |
| 2234 | Pathfinding.GridGraph.GridGraphSnapshot.nodes | gridgraphsnapshot.html#nodes | |
| 2235 | Pathfinding.GridGraph.GridGraphUpdatePromise.CostEstimate | gridgraphupdatepromise.html#CostEstimate | |
| 2236 | Pathfinding.GridGraph.GridGraphUpdatePromise.NodesHolder.nodes | nodesholder.html#nodes | |
| 2237 | Pathfinding.GridGraph.GridGraphUpdatePromise.allocationMethod | gridgraphupdatepromise.html#allocationMethod | |
| 2238 | Pathfinding.GridGraph.GridGraphUpdatePromise.context | gridgraphupdatepromise.html#context | |
| 2239 | Pathfinding.GridGraph.GridGraphUpdatePromise.dependencyTracker | gridgraphupdatepromise.html#dependencyTracker | |
| 2240 | Pathfinding.GridGraph.GridGraphUpdatePromise.emptyUpdate | gridgraphupdatepromise.html#emptyUpdate | |
| 2241 | Pathfinding.GridGraph.GridGraphUpdatePromise.fullRecalculationBounds | gridgraphupdatepromise.html#fullRecalculationBounds | |
| 2242 | Pathfinding.GridGraph.GridGraphUpdatePromise.graph | gridgraphupdatepromise.html#graph | |
| 2243 | Pathfinding.GridGraph.GridGraphUpdatePromise.graphUpdateObject | gridgraphupdatepromise.html#graphUpdateObject | |
| 2244 | Pathfinding.GridGraph.GridGraphUpdatePromise.isFinalUpdate | gridgraphupdatepromise.html#isFinalUpdate | |
| 2245 | Pathfinding.GridGraph.GridGraphUpdatePromise.nodeArrayBounds | gridgraphupdatepromise.html#nodeArrayBounds | |
| 2246 | Pathfinding.GridGraph.GridGraphUpdatePromise.nodes | gridgraphupdatepromise.html#nodes | |
| 2247 | Pathfinding.GridGraph.GridGraphUpdatePromise.nodesDependsOn | gridgraphupdatepromise.html#nodesDependsOn | |
| 2248 | Pathfinding.GridGraph.GridGraphUpdatePromise.ownsJobDependencyTracker | gridgraphupdatepromise.html#ownsJobDependencyTracker | |
| 2249 | Pathfinding.GridGraph.GridGraphUpdatePromise.readBounds | gridgraphupdatepromise.html#readBounds | |
| 2250 | Pathfinding.GridGraph.GridGraphUpdatePromise.recalculationMode | gridgraphupdatepromise.html#recalculationMode | |
| 2251 | Pathfinding.GridGraph.GridGraphUpdatePromise.rect | gridgraphupdatepromise.html#rect | |
| 2252 | Pathfinding.GridGraph.GridGraphUpdatePromise.transform | gridgraphupdatepromise.html#transform | |
| 2253 | Pathfinding.GridGraph.GridGraphUpdatePromise.writeMaskBounds | gridgraphupdatepromise.html#writeMaskBounds | |
| 2254 | Pathfinding.GridGraph.HexagonConnectionMask | gridgraph.html#HexagonConnectionMask | Mask 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> |
| 2255 | Pathfinding.GridGraph.LayerCount | gridgraph.html#LayerCount | Number 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. |
| 2256 | Pathfinding.GridGraph.MaxLayers | gridgraph.html#MaxLayers | |
| 2257 | Pathfinding.GridGraph.RecalculationMode | gridgraph.html#RecalculationMode | |
| 2258 | Pathfinding.GridGraph.StandardDimetricAngle | gridgraph.html#StandardDimetricAngle | Commonly used value for isometricAngle. |
| 2259 | Pathfinding.GridGraph.StandardIsometricAngle | gridgraph.html#StandardIsometricAngle | Commonly used value for isometricAngle. |
| 2260 | Pathfinding.GridGraph.TextureData.ChannelUse | texturedata.html#ChannelUse | |
| 2261 | Pathfinding.GridGraph.TextureData.channels | texturedata.html#channels | |
| 2262 | Pathfinding.GridGraph.TextureData.data | texturedata.html#data | |
| 2263 | Pathfinding.GridGraph.TextureData.enabled | texturedata.html#enabled | |
| 2264 | Pathfinding.GridGraph.TextureData.factors | texturedata.html#factors | |
| 2265 | Pathfinding.GridGraph.TextureData.source | texturedata.html#source | |
| 2266 | Pathfinding.GridGraph.Width | gridgraph.html#Width | |
| 2267 | Pathfinding.GridGraph.allNeighbourIndices | gridgraph.html#allNeighbourIndices | Which neighbours are going to be used when neighbours=8. |
| 2268 | Pathfinding.GridGraph.aspectRatio | gridgraph.html#aspectRatio | Scaling 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. |
| 2269 | Pathfinding.GridGraph.axisAlignedNeighbourIndices | gridgraph.html#axisAlignedNeighbourIndices | Which neighbours are going to be used when neighbours=4. |
| 2270 | Pathfinding.GridGraph.bounds | gridgraph.html#bounds | World bounding box for the graph. \n\nThis always contains the whole graph.\n\n[more in online documentation] |
| 2271 | Pathfinding.GridGraph.center | gridgraph.html#center | Center point of the grid in world space. \n\nThe graph can be positioned anywhere in the world.\n\n[more in online documentation] |
| 2272 | Pathfinding.GridGraph.collision | gridgraph.html#collision | Settings on how to check for walkability and height. |
| 2273 | Pathfinding.GridGraph.cutCorners | gridgraph.html#cutCorners | If 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> |
| 2274 | Pathfinding.GridGraph.depth | gridgraph.html#depth | Depth (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 -> Optimizations tab.\n\n[more in online documentation] |
| 2275 | Pathfinding.GridGraph.erodeIterations | gridgraph.html#erodeIterations | Number 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] |
| 2276 | Pathfinding.GridGraph.erosionFirstTag | gridgraph.html#erosionFirstTag | Tag to start from when using tags for erosion. \n\n[more in online documentation] |
| 2277 | Pathfinding.GridGraph.erosionTagsPrecedenceMask | gridgraph.html#erosionTagsPrecedenceMask | Bitmask 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] |
| 2278 | Pathfinding.GridGraph.erosionUseTags | gridgraph.html#erosionUseTags | Use 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] |
| 2279 | Pathfinding.GridGraph.hexagonNeighbourIndices | gridgraph.html#hexagonNeighbourIndices | Which neighbours are going to be used when neighbours=6. |
| 2280 | Pathfinding.GridGraph.inspectorGridMode | gridgraph.html#inspectorGridMode | Determines 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. |
| 2281 | Pathfinding.GridGraph.inspectorHexagonSizeMode | gridgraph.html#inspectorHexagonSizeMode | Determines 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] |
| 2282 | Pathfinding.GridGraph.is2D | gridgraph.html#is2D | Get or set if the graph should be in 2D mode. \n\n[more in online documentation] |
| 2283 | Pathfinding.GridGraph.isScanned | gridgraph.html#isScanned | |
| 2284 | Pathfinding.GridGraph.isometricAngle | gridgraph.html#isometricAngle | Angle 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. |
| 2285 | Pathfinding.GridGraph.maxClimb | gridgraph.html#maxClimb | The max y coordinate difference between two nodes to enable a connection. \n\n[more in online documentation] |
| 2286 | Pathfinding.GridGraph.maxSlope | gridgraph.html#maxSlope | The max slope in degrees for a node to be walkable. |
| 2287 | Pathfinding.GridGraph.maxStepHeight | gridgraph.html#maxStepHeight | The 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] |
| 2288 | Pathfinding.GridGraph.maxStepUsesSlope | gridgraph.html#maxStepUsesSlope | Take 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] |
| 2289 | Pathfinding.GridGraph.neighbourCosts | gridgraph.html#neighbourCosts | Costs to neighbour nodes. \n\nSee neighbourOffsets. |
| 2290 | Pathfinding.GridGraph.neighbourOffsets | gridgraph.html#neighbourOffsets | Index 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> |
| 2291 | Pathfinding.GridGraph.neighbourXOffsets | gridgraph.html#neighbourXOffsets | Offsets in the X direction for neighbour nodes. \n\nOnly 1, 0 or -1 |
| 2292 | Pathfinding.GridGraph.neighbourZOffsets | gridgraph.html#neighbourZOffsets | Offsets in the Z direction for neighbour nodes. \n\nOnly 1, 0 or -1 |
| 2293 | Pathfinding.GridGraph.neighbours | gridgraph.html#neighbours | Number of neighbours for each node. \n\nEither four, six, eight connections per node.\n\nSix connections is primarily for hexagonal graphs. |
| 2294 | Pathfinding.GridGraph.newGridNodeDelegate | gridgraph.html#newGridNodeDelegate | Delegate 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. |
| 2295 | Pathfinding.GridGraph.nodeData | gridgraph.html#nodeData | Internal 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. |
| 2296 | Pathfinding.GridGraph.nodeDataRef | gridgraph.html#nodeDataRef | |
| 2297 | Pathfinding.GridGraph.nodeSize | gridgraph.html#nodeSize | Size 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] |
| 2298 | Pathfinding.GridGraph.nodes | gridgraph.html#nodes | All 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] |
| 2299 | Pathfinding.GridGraph.penaltyAngle | gridgraph.html#penaltyAngle | [more in online documentation] |
| 2300 | Pathfinding.GridGraph.penaltyAngleFactor | gridgraph.html#penaltyAngleFactor | How 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] |
| 2301 | Pathfinding.GridGraph.penaltyAnglePower | gridgraph.html#penaltyAnglePower | How much extra to penalize very steep angles. \n\n[more in online documentation] |
| 2302 | Pathfinding.GridGraph.penaltyPosition | gridgraph.html#penaltyPosition | Use position (y-coordinate) to calculate penalty. \n\n[more in online documentation] |
| 2303 | Pathfinding.GridGraph.penaltyPositionFactor | gridgraph.html#penaltyPositionFactor | Scale factor for penalty when calculating from position. \n\n[more in online documentation] |
| 2304 | Pathfinding.GridGraph.penaltyPositionOffset | gridgraph.html#penaltyPositionOffset | Offset for the position when calculating penalty. \n\n[more in online documentation] |
| 2305 | Pathfinding.GridGraph.rotation | gridgraph.html#rotation | Rotation 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] |
| 2306 | Pathfinding.GridGraph.rules | gridgraph.html#rules | Additional rules to use when scanning the grid graph. \n\n<b>[code in online documentation]</b>\n\n[more in online documentation] |
| 2307 | Pathfinding.GridGraph.showMeshOutline | gridgraph.html#showMeshOutline | Show an outline of the grid nodes in the Unity Editor. |
| 2308 | Pathfinding.GridGraph.showMeshSurface | gridgraph.html#showMeshSurface | Show the surface of the graph. \n\nEach node will be drawn as a square (unless e.g hexagon graph mode has been enabled). |
| 2309 | Pathfinding.GridGraph.showNodeConnections | gridgraph.html#showNodeConnections | Show the connections between the grid nodes in the Unity Editor. |
| 2310 | Pathfinding.GridGraph.size | gridgraph.html#size | Size of the grid. \n\nWill always be positive and larger than nodeSize. \n\n[more in online documentation] |
| 2311 | Pathfinding.GridGraph.textureData | gridgraph.html#textureData | Holds 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] |
| 2312 | Pathfinding.GridGraph.transform | gridgraph.html#transform | Determines how the graph transforms graph space to world space. \n\n[more in online documentation] |
| 2313 | Pathfinding.GridGraph.unclampedSize | gridgraph.html#unclampedSize | Size of the grid. \n\nCan be negative or smaller than nodeSize |
| 2314 | Pathfinding.GridGraph.uniformEdgeCosts | gridgraph.html#uniformEdgeCosts | If 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) |
| 2315 | Pathfinding.GridGraph.useRaycastNormal | gridgraph.html#useRaycastNormal | Use heigh raycasting normal for max slope calculation. \n\nTrue if maxSlope is less than 90 degrees. |
| 2316 | Pathfinding.GridGraph.width | gridgraph.html#width | Width 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 -> Optimizations tab.\n\n[more in online documentation] |
| 2317 | Pathfinding.GridGraphEditor.GridPivot | gridgrapheditor.html#GridPivot | |
| 2318 | Pathfinding.GridGraphEditor.arcBuffer | gridgrapheditor.html#arcBuffer | |
| 2319 | Pathfinding.GridGraphEditor.cachedSceneGridLayouts | gridgrapheditor.html#cachedSceneGridLayouts | |
| 2320 | Pathfinding.GridGraphEditor.cachedSceneGridLayoutsTimestamp | gridgrapheditor.html#cachedSceneGridLayoutsTimestamp | |
| 2321 | Pathfinding.GridGraphEditor.collisionPreviewOpen | gridgrapheditor.html#collisionPreviewOpen | Shows 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. |
| 2322 | Pathfinding.GridGraphEditor.gridPivotSelectBackground | gridgrapheditor.html#gridPivotSelectBackground | Cached gui style. |
| 2323 | Pathfinding.GridGraphEditor.gridPivotSelectButton | gridgrapheditor.html#gridPivotSelectButton | Cached gui style. |
| 2324 | Pathfinding.GridGraphEditor.handlePoints | gridgrapheditor.html#handlePoints | |
| 2325 | Pathfinding.GridGraphEditor.hexagonSizeContents | gridgrapheditor.html#hexagonSizeContents | |
| 2326 | Pathfinding.GridGraphEditor.interpolatedGridWidthInNodes | gridgrapheditor.html#interpolatedGridWidthInNodes | |
| 2327 | Pathfinding.GridGraphEditor.isMouseDown | gridgrapheditor.html#isMouseDown | |
| 2328 | Pathfinding.GridGraphEditor.lastTime | gridgrapheditor.html#lastTime | |
| 2329 | Pathfinding.GridGraphEditor.lineBuffer | gridgrapheditor.html#lineBuffer | |
| 2330 | Pathfinding.GridGraphEditor.lockStyle | gridgrapheditor.html#lockStyle | Cached gui style. |
| 2331 | Pathfinding.GridGraphEditor.locked | gridgrapheditor.html#locked | |
| 2332 | Pathfinding.GridGraphEditor.pivot | gridgrapheditor.html#pivot | |
| 2333 | Pathfinding.GridGraphEditor.ruleEditorInstances | gridgrapheditor.html#ruleEditorInstances | |
| 2334 | Pathfinding.GridGraphEditor.ruleEditors | gridgrapheditor.html#ruleEditors | |
| 2335 | Pathfinding.GridGraphEditor.ruleHeaders | gridgrapheditor.html#ruleHeaders | |
| 2336 | Pathfinding.GridGraphEditor.ruleTypes | gridgrapheditor.html#ruleTypes | |
| 2337 | Pathfinding.GridGraphEditor.savedDimensions | gridgrapheditor.html#savedDimensions | |
| 2338 | Pathfinding.GridGraphEditor.savedNodeSize | gridgrapheditor.html#savedNodeSize | |
| 2339 | Pathfinding.GridGraphEditor.savedTransform | gridgrapheditor.html#savedTransform | |
| 2340 | Pathfinding.GridGraphEditor.selectedTilemap | gridgrapheditor.html#selectedTilemap | |
| 2341 | Pathfinding.GridGraphEditor.showExtra | gridgrapheditor.html#showExtra | |
| 2342 | Pathfinding.GridHitInfo.direction | gridhitinfo.html#direction | Direction 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] |
| 2343 | Pathfinding.GridHitInfo.node | gridhitinfo.html#node | The node which contained the edge that was hit. \n\nThis may be null in case no particular edge was hit. |
| 2344 | Pathfinding.GridNode.EdgeNode | gridnode.html#EdgeNode | Work in progress for a feature that required info about which nodes were at the border of the graph. \n\n[more in online documentation] |
| 2345 | Pathfinding.GridNode.GridFlagsAxisAlignedConnectionMask | gridnode.html#GridFlagsAxisAlignedConnectionMask | |
| 2346 | Pathfinding.GridNode.GridFlagsConnectionBit0 | gridnode.html#GridFlagsConnectionBit0 | |
| 2347 | Pathfinding.GridNode.GridFlagsConnectionMask | gridnode.html#GridFlagsConnectionMask | |
| 2348 | Pathfinding.GridNode.GridFlagsConnectionOffset | gridnode.html#GridFlagsConnectionOffset | |
| 2349 | Pathfinding.GridNode.GridFlagsEdgeNodeMask | gridnode.html#GridFlagsEdgeNodeMask | |
| 2350 | Pathfinding.GridNode.GridFlagsEdgeNodeOffset | gridnode.html#GridFlagsEdgeNodeOffset | |
| 2351 | Pathfinding.GridNode.HasAnyGridConnections | gridnode.html#HasAnyGridConnections | |
| 2352 | Pathfinding.GridNode.HasConnectionsToAllAxisAlignedNeighbours | gridnode.html#HasConnectionsToAllAxisAlignedNeighbours | |
| 2353 | Pathfinding.GridNode.HasConnectionsToAllEightNeighbours | gridnode.html#HasConnectionsToAllEightNeighbours | |
| 2354 | Pathfinding.GridNode.InternalGridFlags | gridnode.html#InternalGridFlags | Internal use only. |
| 2355 | Pathfinding.GridNode._gridGraphs | gridnode.html#_gridGraphs | |
| 2356 | Pathfinding.GridNodeBase.CoordinatesInGrid | gridnodebase.html#CoordinatesInGrid | The 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] |
| 2357 | Pathfinding.GridNodeBase.GridFlagsWalkableErosionMask | gridnodebase.html#GridFlagsWalkableErosionMask | |
| 2358 | Pathfinding.GridNodeBase.GridFlagsWalkableErosionOffset | gridnodebase.html#GridFlagsWalkableErosionOffset | |
| 2359 | Pathfinding.GridNodeBase.GridFlagsWalkableTmpMask | gridnodebase.html#GridFlagsWalkableTmpMask | |
| 2360 | Pathfinding.GridNodeBase.GridFlagsWalkableTmpOffset | gridnodebase.html#GridFlagsWalkableTmpOffset | |
| 2361 | Pathfinding.GridNodeBase.HasAnyGridConnections | gridnodebase.html#HasAnyGridConnections | True if this node has any grid connections. |
| 2362 | Pathfinding.GridNodeBase.HasConnectionsToAllAxisAlignedNeighbours | gridnodebase.html#HasConnectionsToAllAxisAlignedNeighbours | True if the node has grid connections to all its 4 axis-aligned neighbours. \n\n[more in online documentation] |
| 2363 | Pathfinding.GridNodeBase.HasConnectionsToAllEightNeighbours | gridnodebase.html#HasConnectionsToAllEightNeighbours | True if the node has grid connections to all its 8 neighbours. \n\n[more in online documentation] |
| 2364 | Pathfinding.GridNodeBase.NodeInGridIndex | gridnodebase.html#NodeInGridIndex | The 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] |
| 2365 | Pathfinding.GridNodeBase.NodeInGridIndexLayerOffset | gridnodebase.html#NodeInGridIndexLayerOffset | |
| 2366 | Pathfinding.GridNodeBase.NodeInGridIndexMask | gridnodebase.html#NodeInGridIndexMask | |
| 2367 | Pathfinding.GridNodeBase.TmpWalkable | gridnodebase.html#TmpWalkable | Temporary variable used internally when updating the graph. |
| 2368 | Pathfinding.GridNodeBase.WalkableErosion | gridnodebase.html#WalkableErosion | Stores walkability before erosion is applied. \n\nUsed internally when updating the graph. |
| 2369 | Pathfinding.GridNodeBase.XCoordinateInGrid | gridnodebase.html#XCoordinateInGrid | X 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] |
| 2370 | Pathfinding.GridNodeBase.ZCoordinateInGrid | gridnodebase.html#ZCoordinateInGrid | Z 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] |
| 2371 | Pathfinding.GridNodeBase.connections | gridnodebase.html#connections | Custon 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] |
| 2372 | Pathfinding.GridNodeBase.gridFlags | gridnodebase.html#gridFlags | |
| 2373 | Pathfinding.GridNodeBase.nodeInGridIndex | gridnodebase.html#nodeInGridIndex | Bitfield containing the x and z coordinates of the node as well as the layer (for layered grid graphs). \n\n[more in online documentation] |
| 2374 | Pathfinding.GridNodeBase.offsetToDirection | gridnodebase.html#offsetToDirection | Converts 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] |
| 2375 | Pathfinding.GridStringPulling.FixedPrecisionScale | gridstringpulling.html#FixedPrecisionScale | |
| 2376 | Pathfinding.GridStringPulling.PredicateFailMode | gridstringpulling.html#PredicateFailMode | |
| 2377 | Pathfinding.GridStringPulling.TriangleBounds.d1 | trianglebounds.html#d1 | |
| 2378 | Pathfinding.GridStringPulling.TriangleBounds.d2 | trianglebounds.html#d2 | |
| 2379 | Pathfinding.GridStringPulling.TriangleBounds.d3 | trianglebounds.html#d3 | |
| 2380 | Pathfinding.GridStringPulling.TriangleBounds.t1 | trianglebounds.html#t1 | |
| 2381 | Pathfinding.GridStringPulling.TriangleBounds.t2 | trianglebounds.html#t2 | |
| 2382 | Pathfinding.GridStringPulling.TriangleBounds.t3 | trianglebounds.html#t3 | |
| 2383 | Pathfinding.GridStringPulling.directionToCorners | gridstringpulling.html#directionToCorners | Z | |. \n\n3 2 \ | / – - X - —– X / | \ 0 1\n\n| | |
| 2384 | Pathfinding.GridStringPulling.marker1 | gridstringpulling.html#marker1 | |
| 2385 | Pathfinding.GridStringPulling.marker2 | gridstringpulling.html#marker2 | |
| 2386 | Pathfinding.GridStringPulling.marker3 | gridstringpulling.html#marker3 | |
| 2387 | Pathfinding.GridStringPulling.marker4 | gridstringpulling.html#marker4 | |
| 2388 | Pathfinding.GridStringPulling.marker5 | gridstringpulling.html#marker5 | |
| 2389 | Pathfinding.GridStringPulling.marker6 | gridstringpulling.html#marker6 | |
| 2390 | Pathfinding.GridStringPulling.marker7 | gridstringpulling.html#marker7 | |
| 2391 | Pathfinding.Heuristic | pathfinding.html#Heuristic | How 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] |
| 2392 | Pathfinding.HeuristicObjective.euclideanEmbeddingCosts | heuristicobjective.html#euclideanEmbeddingCosts | |
| 2393 | Pathfinding.HeuristicObjective.euclideanEmbeddingPivots | heuristicobjective.html#euclideanEmbeddingPivots | |
| 2394 | Pathfinding.HeuristicObjective.heuristic | heuristicobjective.html#heuristic | |
| 2395 | Pathfinding.HeuristicObjective.heuristicScale | heuristicobjective.html#heuristicScale | |
| 2396 | Pathfinding.HeuristicObjective.mn | heuristicobjective.html#mn | |
| 2397 | Pathfinding.HeuristicObjective.mx | heuristicobjective.html#mx | |
| 2398 | Pathfinding.HeuristicObjective.targetNodeIndex | heuristicobjective.html#targetNodeIndex | |
| 2399 | Pathfinding.HierarchicalGraph.HierarhicalNodeData.bounds | hierarhicalnodedata.html#bounds | |
| 2400 | Pathfinding.HierarchicalGraph.HierarhicalNodeData.connectionAllocations | hierarhicalnodedata.html#connectionAllocations | |
| 2401 | Pathfinding.HierarchicalGraph.HierarhicalNodeData.connectionAllocator | hierarhicalnodedata.html#connectionAllocator | |
| 2402 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.children | context.html#children | |
| 2403 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.connections | context.html#connections | |
| 2404 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.graphindex | context.html#graphindex | |
| 2405 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.hierarchicalNodeIndex | context.html#hierarchicalNodeIndex | |
| 2406 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.queue | context.html#queue | |
| 2407 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.bounds | jobrecalculatecomponents.html#bounds | |
| 2408 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.connectionAllocations | jobrecalculatecomponents.html#connectionAllocations | |
| 2409 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.dirtiedHierarchicalNodes | jobrecalculatecomponents.html#dirtiedHierarchicalNodes | |
| 2410 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.hGraphGC | jobrecalculatecomponents.html#hGraphGC | |
| 2411 | Pathfinding.HierarchicalGraph.JobRecalculateComponents.numHierarchicalNodes | jobrecalculatecomponents.html#numHierarchicalNodes | |
| 2412 | Pathfinding.HierarchicalGraph.MaxChildrenPerNode | hierarchicalgraph.html#MaxChildrenPerNode | |
| 2413 | Pathfinding.HierarchicalGraph.MinChildrenPerNode | hierarchicalgraph.html#MinChildrenPerNode | |
| 2414 | Pathfinding.HierarchicalGraph.NumConnectedComponents | hierarchicalgraph.html#NumConnectedComponents | |
| 2415 | Pathfinding.HierarchicalGraph.Tiling | hierarchicalgraph.html#Tiling | |
| 2416 | Pathfinding.HierarchicalGraph.areas | hierarchicalgraph.html#areas | |
| 2417 | Pathfinding.HierarchicalGraph.bounds | hierarchicalgraph.html#bounds | |
| 2418 | Pathfinding.HierarchicalGraph.children | hierarchicalgraph.html#children | |
| 2419 | Pathfinding.HierarchicalGraph.connectionAllocations | hierarchicalgraph.html#connectionAllocations | |
| 2420 | Pathfinding.HierarchicalGraph.connectionAllocator | hierarchicalgraph.html#connectionAllocator | |
| 2421 | Pathfinding.HierarchicalGraph.currentConnections | hierarchicalgraph.html#currentConnections | |
| 2422 | Pathfinding.HierarchicalGraph.dirtiedHierarchicalNodes | hierarchicalgraph.html#dirtiedHierarchicalNodes | |
| 2423 | Pathfinding.HierarchicalGraph.dirty | hierarchicalgraph.html#dirty | |
| 2424 | Pathfinding.HierarchicalGraph.dirtyNodes | hierarchicalgraph.html#dirtyNodes | |
| 2425 | Pathfinding.HierarchicalGraph.freeNodeIndices | hierarchicalgraph.html#freeNodeIndices | |
| 2426 | Pathfinding.HierarchicalGraph.gcHandle | hierarchicalgraph.html#gcHandle | |
| 2427 | Pathfinding.HierarchicalGraph.gizmoVersion | hierarchicalgraph.html#gizmoVersion | |
| 2428 | Pathfinding.HierarchicalGraph.navmeshEdges | hierarchicalgraph.html#navmeshEdges | |
| 2429 | Pathfinding.HierarchicalGraph.nodeStorage | hierarchicalgraph.html#nodeStorage | |
| 2430 | Pathfinding.HierarchicalGraph.numHierarchicalNodes | hierarchicalgraph.html#numHierarchicalNodes | Holds areas.Length as a burst-accessible reference. |
| 2431 | Pathfinding.HierarchicalGraph.rwLock | hierarchicalgraph.html#rwLock | |
| 2432 | Pathfinding.HierarchicalGraph.temporaryQueue | hierarchicalgraph.html#temporaryQueue | |
| 2433 | Pathfinding.HierarchicalGraph.temporaryStack | hierarchicalgraph.html#temporaryStack | |
| 2434 | Pathfinding.HierarchicalGraph.version | hierarchicalgraph.html#version | |
| 2435 | Pathfinding.HierarchicalGraph.versions | hierarchicalgraph.html#versions | |
| 2436 | Pathfinding.IAstarAI.canMove | iastarai.html#canMove | Enables 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] |
| 2437 | Pathfinding.IAstarAI.canSearch | iastarai.html#canSearch | Enables 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] |
| 2438 | Pathfinding.IAstarAI.desiredVelocity | iastarai.html#desiredVelocity | Velocity 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] |
| 2439 | Pathfinding.IAstarAI.desiredVelocityWithoutLocalAvoidance | iastarai.html#desiredVelocityWithoutLocalAvoidance | Velocity 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] |
| 2440 | Pathfinding.IAstarAI.destination | iastarai.html#destination | Position 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> |
| 2441 | Pathfinding.IAstarAI.endOfPath | iastarai.html#endOfPath | End 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. |
| 2442 | Pathfinding.IAstarAI.hasPath | iastarai.html#hasPath | True if this agent currently has a path that it follows. |
| 2443 | Pathfinding.IAstarAI.height | iastarai.html#height | Height 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] |
| 2444 | Pathfinding.IAstarAI.isStopped | iastarai.html#isStopped | Gets 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. |
| 2445 | Pathfinding.IAstarAI.maxSpeed | iastarai.html#maxSpeed | Max speed in world units per second. |
| 2446 | Pathfinding.IAstarAI.movementPlane | iastarai.html#movementPlane | The 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. |
| 2447 | Pathfinding.IAstarAI.onSearchPath | iastarai.html#onSearchPath | Called 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] |
| 2448 | Pathfinding.IAstarAI.pathPending | iastarai.html#pathPending | True if a path is currently being calculated. |
| 2449 | Pathfinding.IAstarAI.position | iastarai.html#position | Position 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. |
| 2450 | Pathfinding.IAstarAI.radius | iastarai.html#radius | Radius 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] |
| 2451 | Pathfinding.IAstarAI.reachedDestination | iastarai.html#reachedDestination | True 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] |
| 2452 | Pathfinding.IAstarAI.reachedEndOfPath | iastarai.html#reachedEndOfPath | True 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] |
| 2453 | Pathfinding.IAstarAI.remainingDistance | iastarai.html#remainingDistance | Approximate 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] |
| 2454 | Pathfinding.IAstarAI.rotation | iastarai.html#rotation | Rotation of the agent. \n\nIn world space. \n\n[more in online documentation] |
| 2455 | Pathfinding.IAstarAI.steeringTarget | iastarai.html#steeringTarget | Point 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. |
| 2456 | Pathfinding.IAstarAI.velocity | iastarai.html#velocity | Actual velocity that the agent is moving with. \n\nIn world units per second.\n\n[more in online documentation] |
| 2457 | Pathfinding.IGraphInternals.SerializedEditorSettings | igraphinternals.html#SerializedEditorSettings | |
| 2458 | Pathfinding.IGraphUpdatePromise.Progress | igraphupdatepromise.html#Progress | Returns the progress of the update. \n\nThis should be a value between 0 and 1. |
| 2459 | Pathfinding.IOffMeshLinkHandler.name | ioffmeshlinkhandler.html#name | Name of the handler. \n\nThis is used to identify the handler in the inspector. |
| 2460 | Pathfinding.IPathInternals.PathHandler | ipathinternals.html#PathHandler | |
| 2461 | Pathfinding.IPathInternals.Pooled | ipathinternals.html#Pooled | |
| 2462 | Pathfinding.IPathModifier.Order | ipathmodifier.html#Order | |
| 2463 | Pathfinding.ITransformedGraph.transform | itransformedgraph.html#transform | |
| 2464 | Pathfinding.ITraversalProvider.filterDiagonalGridConnections | itraversalprovider.html#filterDiagonalGridConnections | Filter 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] |
| 2465 | Pathfinding.InspectorGridHexagonNodeSize | pathfinding.html#InspectorGridHexagonNodeSize | |
| 2466 | Pathfinding.InspectorGridMode | pathfinding.html#InspectorGridMode | |
| 2467 | Pathfinding.Int2.sqrMagnitudeLong | int2.html#sqrMagnitudeLong | |
| 2468 | Pathfinding.Int2.x | int2.html#x | |
| 2469 | Pathfinding.Int2.y | int2.html#y | |
| 2470 | Pathfinding.Int3.FloatPrecision | int3.html#FloatPrecision | Precision as a float |
| 2471 | Pathfinding.Int3.Precision | int3.html#Precision | Precision 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. |
| 2472 | Pathfinding.Int3.PrecisionFactor | int3.html#PrecisionFactor | 1 divided by Precision |
| 2473 | Pathfinding.Int3.costMagnitude | int3.html#costMagnitude | Magnitude 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 |
| 2474 | Pathfinding.Int3.magnitude | int3.html#magnitude | Returns 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> |
| 2475 | Pathfinding.Int3.sqrMagnitude | int3.html#sqrMagnitude | The squared magnitude of the vector. |
| 2476 | Pathfinding.Int3.sqrMagnitudeLong | int3.html#sqrMagnitudeLong | The squared magnitude of the vector. |
| 2477 | Pathfinding.Int3.this[int i] | int3.html#thisinti | |
| 2478 | Pathfinding.Int3.x | int3.html#x | |
| 2479 | Pathfinding.Int3.y | int3.html#y | |
| 2480 | Pathfinding.Int3.z | int3.html#z | |
| 2481 | Pathfinding.Int3.zero | int3.html#zero | |
| 2482 | Pathfinding.IntBounds.max | intbounds.html#max | |
| 2483 | Pathfinding.IntBounds.min | intbounds.html#min | |
| 2484 | Pathfinding.IntBounds.size | intbounds.html#size | |
| 2485 | Pathfinding.IntBounds.volume | intbounds.html#volume | |
| 2486 | Pathfinding.IntRect.Area | intrect.html#Area | |
| 2487 | Pathfinding.IntRect.Height | intrect.html#Height | |
| 2488 | Pathfinding.IntRect.Max | intrect.html#Max | |
| 2489 | Pathfinding.IntRect.Min | intrect.html#Min | |
| 2490 | Pathfinding.IntRect.Width | intrect.html#Width | |
| 2491 | Pathfinding.IntRect.xmax | intrect.html#xmax | |
| 2492 | Pathfinding.IntRect.xmin | intrect.html#xmin | |
| 2493 | Pathfinding.IntRect.ymax | intrect.html#ymax | |
| 2494 | Pathfinding.IntRect.ymin | intrect.html#ymin | |
| 2495 | Pathfinding.Jobs.DisposeArena.buffer | disposearena.html#buffer | |
| 2496 | Pathfinding.Jobs.DisposeArena.buffer2 | disposearena.html#buffer2 | |
| 2497 | Pathfinding.Jobs.DisposeArena.buffer3 | disposearena.html#buffer3 | |
| 2498 | Pathfinding.Jobs.DisposeArena.gcHandles | disposearena.html#gcHandles | |
| 2499 | Pathfinding.Jobs.IJobExtensions.ManagedActionJob.handle | managedactionjob.html#handle | |
| 2500 | Pathfinding.Jobs.IJobExtensions.ManagedJob.handle | managedjob.html#handle | |