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|
AIMoveSystem.cs.GCHandle <undefined>
AstarPath.AstarDistribution astarpath.html#AstarDistribution Information about where the package was downloaded.
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.
AstarPath.Distribution astarpath.html#Distribution Used by the editor to guide the user to the correct place to download updates.
AstarPath.IsAnyGraphUpdateInProgress astarpath.html#IsAnyGraphUpdateInProgress Returns if any graph updates are being calculated right now. \n\n[more in online documentation]
AstarPath.IsAnyGraphUpdateQueued astarpath.html#IsAnyGraphUpdateQueued Returns if any graph updates are waiting to be applied. \n\n[more in online documentation]
AstarPath.IsAnyWorkItemInProgress astarpath.html#IsAnyWorkItemInProgress Returns if any work items are in progress right now. \n\n[more in online documentation]
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.
AstarPath.IsUsingMultithreading astarpath.html#IsUsingMultithreading Returns whether or not multithreading is used. \n\n\n[more in online documentation]
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.
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]
AstarPath.On65KOverflow astarpath.html#On65KOverflow Called when <b>pathID</b> overflows 65536 and resets back to zero. \n\n[more in online documentation]
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>
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.
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.
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.
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.
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.
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.
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.
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.
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.
AstarPath.Version astarpath.html#Version The version number for the A* Pathfinding Project.
AstarPath.active astarpath.html#active Returns the active AstarPath object in the scene. \n\n[more in online documentation]
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]
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.
AstarPath.cs.Thread <undefined>
AstarPath.data astarpath.html#data Holds all graph data.
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]
AstarPath.debugMode astarpath.html#debugMode The mode to use for drawing nodes in the sceneview. \n\n[more in online documentation]
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.
AstarPath.debugPathID astarpath.html#debugPathID The path ID to debug using gizmos.
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]
AstarPath.euclideanEmbedding astarpath.html#euclideanEmbedding Holds settings for heuristic optimization. \n\n[more in online documentation]\n [more in online documentation]
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]
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]
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]
AstarPath.graphUpdateRoutineRunning astarpath.html#graphUpdateRoutineRunning
AstarPath.graphUpdates astarpath.html#graphUpdates Processes graph updates.
AstarPath.graphUpdatesWorkItemAdded astarpath.html#graphUpdatesWorkItemAdded Makes sure QueueGraphUpdates will not queue multiple graph update orders.
AstarPath.graphs astarpath.html#graphs Shortcut to Pathfinding.AstarData.graphs.
AstarPath.hasScannedGraphAtStartup astarpath.html#hasScannedGraphAtStartup
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]
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]
AstarPath.hierarchicalGraph astarpath.html#hierarchicalGraph Holds a hierarchical graph to speed up some queries like if there is a path between two nodes.
AstarPath.inGameDebugPath astarpath.html#inGameDebugPath Debug string from the last completed path. \n\nWill be updated if logPathResults == PathLog.InGame
AstarPath.isScanning astarpath.html#isScanning Set while any graphs are being scanned. \n\nIt will be true up until the FloodFill is done.\n\n[more in online documentation]\nUsed to better support Graph Update Objects called for example in OnPostScan\n\n[more in online documentation]
AstarPath.isScanningBacking astarpath.html#isScanningBacking Backing field for isScanning. \n\nCannot use an auto-property because they cannot be marked with System.NonSerialized.
AstarPath.lastGraphUpdate astarpath.html#lastGraphUpdate Time the last graph update was done. \n\nUsed to group together frequent graph updates to batches
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)
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>
AstarPath.manualDebugFloorRoof astarpath.html#manualDebugFloorRoof If set, the debugFloor and debugRoof values will not be automatically recalculated. \n\n[more in online documentation]
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.
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]
AstarPath.maxNearestNodeDistanceSqr astarpath.html#maxNearestNodeDistanceSqr Max Nearest Node Distance Squared. \n\n[more in online documentation]
AstarPath.navmeshUpdates astarpath.html#navmeshUpdates Handles navmesh cuts. \n\n[more in online documentation]
AstarPath.nextFreePathID astarpath.html#nextFreePathID The next unused Path ID. \n\nIncremented for every call to GetNextPathID
AstarPath.nodeStorage astarpath.html#nodeStorage Holds global node data that cannot be stored in individual graphs.
AstarPath.offMeshLinks astarpath.html#offMeshLinks Holds all active off-mesh links.
AstarPath.pathProcessor astarpath.html#pathProcessor Holds all paths waiting to be calculated and calculates them.
AstarPath.pathReturnQueue astarpath.html#pathReturnQueue Holds all completed paths waiting to be returned to where they were requested.
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]
AstarPath.prioritizeGraphsLimit astarpath.html#prioritizeGraphsLimit Distance limit for prioritizeGraphs. \n\n[more in online documentation]
AstarPath.redrawScope astarpath.html#redrawScope
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]
AstarPath.showGraphs astarpath.html#showGraphs Shows or hides graph inspectors. \n\nUsed internally by the editor
AstarPath.showNavGraphs astarpath.html#showNavGraphs Visualize graphs in the scene view (editor only). \n\n <b>[image in online documentation]</b>
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]
AstarPath.showUnwalkableNodes astarpath.html#showUnwalkableNodes Toggle to show unwalkable nodes. \n\n[more in online documentation]
AstarPath.tagNames astarpath.html#tagNames Stored tag names. \n\n[more in online documentation]
AstarPath.threadCount astarpath.html#threadCount Number of pathfinding threads to use. \n\nMultithreading puts pathfinding in another thread, this is great for performance on 2+ core computers since the framerate will barely be affected by the pathfinding at all.\n- None indicates that the pathfinding is run in the Unity thread as a coroutine\n\n- Automatic will try to adjust the number of threads to the number of cores and memory on the computer. Less than 512mb of memory or a single core computer will make it revert to using no multithreading.\n\n\nIt is recommended that you use one of the "Auto" settings that are available. The reason is that even if your computer might be beefy and have 8 cores. Other computers might only be quad core or dual core in which case they will not benefit from more than 1 or 3 threads respectively (you usually want to leave one core for the unity thread). If you use more threads than the number of cores on the computer it is mostly just wasting memory, it will not run any faster. The extra memory usage is not trivially small. Each thread needs to keep a small amount of data for each node in all the graphs. It is not the full graph data but it is proportional to the number of nodes. The automatic settings will inspect the machine it is running on and use that to determine the number of threads so that no memory is wasted.\n\nThe exception is if you only have one (or maybe two characters) active at time. Then you should probably just go with one thread always since it is very unlikely that you will need the extra throughput given by more threads. Keep in mind that more threads primarily increases throughput by calculating different paths on different threads, it will not calculate individual paths any faster.\n\nNote that if you are modifying the pathfinding core scripts or if you are directly modifying graph data without using any of the safe wrappers (like AddWorkItem) multithreading can cause strange errors and pathfinding stopping to work if you are not careful. For basic usage (not modding the pathfinding core) it should be safe.\n\n[more in online documentation]\n\n\n [more in online documentation]
AstarPath.unwalkableNodeDebugSize astarpath.html#unwalkableNodeDebugSize Size of the red cubes shown in place of unwalkable nodes. \n\n[more in online documentation]
AstarPath.waitForPathDepth astarpath.html#waitForPathDepth
AstarPath.workItemLock astarpath.html#workItemLock Held if any work items are currently queued.
AstarPath.workItems astarpath.html#workItems Processes work items.
BlockableChannel.cs.PopState <undefined>
FollowerControlSystem.cs.GCHandle <undefined>
GridGraph.cs.Math <undefined>
GridNode.cs.PREALLOCATE_NODES <undefined>
GridNodeBase.cs.PREALLOCATE_NODES <undefined>
JobRepairPath.cs.GCHandle <undefined>
LevelGridNode.cs.ASTAR_LEVELGRIDNODE_FEW_LAYERS <undefined>
Pathfinding.ABPath.NNConstraintNone abpath.html#NNConstraintNone Cached NNConstraint.None to reduce allocations.
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]
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]
Pathfinding.ABPath.endNode abpath.html#endNode End node of the path.
Pathfinding.ABPath.endPoint abpath.html#endPoint End point of the path. \n\nThis is the closest point on the endNode to originalEndPoint
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.
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]
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]
Pathfinding.ABPath.originalEndPoint abpath.html#originalEndPoint End Point exactly as in the path request.
Pathfinding.ABPath.originalStartPoint abpath.html#originalStartPoint Start Point exactly as in the path request.
Pathfinding.ABPath.partialBestTargetGScore abpath.html#partialBestTargetGScore
Pathfinding.ABPath.partialBestTargetHScore abpath.html#partialBestTargetHScore
Pathfinding.ABPath.partialBestTargetPathNodeIndex abpath.html#partialBestTargetPathNodeIndex Current best target for the partial path. \n\nThis is the node with the lowest H score.
Pathfinding.ABPath.startNode abpath.html#startNode Start node of the path.
Pathfinding.ABPath.startPoint abpath.html#startPoint Start point of the path. \n\nThis is the closest point on the startNode to originalStartPoint
Pathfinding.ABPathEndingCondition.abPath abpathendingcondition.html#abPath Path which this ending condition is used on. \n\nSame as path but downcasted to ABPath
Pathfinding.AIBase.ShapeGizmoColor aibase.html#ShapeGizmoColor
Pathfinding.AIBase.accumulatedMovementDelta aibase.html#accumulatedMovementDelta Accumulated movement deltas from the Move method.
Pathfinding.AIBase.autoRepath aibase.html#autoRepath Determines how the agent recalculates its path automatically. \n\nThis corresponds to the settings under the "Recalculate Paths Automatically" field in the inspector.
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]
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]
Pathfinding.AIBase.canSearchCompability aibase.html#canSearchCompability
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]
Pathfinding.AIBase.centerOffsetCompatibility aibase.html#centerOffsetCompatibility
Pathfinding.AIBase.controller aibase.html#controller Cached CharacterController component.
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]
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]
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>
Pathfinding.AIBase.destinationBackingField aibase.html#destinationBackingField Backing field for destination.
Pathfinding.AIBase.enableRotation aibase.html#enableRotation If true, the AI will rotate to face the movement direction. \n\n[more in online documentation]
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.
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]
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.
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]
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]
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.
Pathfinding.AIBase.lastDeltaPosition aibase.html#lastDeltaPosition Amount which the character wants or tried to move with during the last frame.
Pathfinding.AIBase.lastDeltaTime aibase.html#lastDeltaTime Delta time used for movement during the last frame.
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]
Pathfinding.AIBase.lastRepath aibase.html#lastRepath Time when the last path request was started.
Pathfinding.AIBase.maxSpeed aibase.html#maxSpeed Max speed in world units per second.
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.
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.
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]
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>
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]
Pathfinding.AIBase.prevPosition1 aibase.html#prevPosition1 Position of the character at the end of the last frame.
Pathfinding.AIBase.prevPosition2 aibase.html#prevPosition2 Position of the character at the end of the frame before the last frame.
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]
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]
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]
Pathfinding.AIBase.repathRateCompatibility aibase.html#repathRateCompatibility
Pathfinding.AIBase.rigid aibase.html#rigid Cached Rigidbody component.
Pathfinding.AIBase.rigid2D aibase.html#rigid2D Cached Rigidbody component.
Pathfinding.AIBase.rotation aibase.html#rotation Rotation of the agent. \n\nIf updateRotation is true then this value is identical to transform.rotation.
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]
Pathfinding.AIBase.rvoController aibase.html#rvoController Cached RVOController component.
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]
Pathfinding.AIBase.seeker aibase.html#seeker Cached Seeker component.
Pathfinding.AIBase.shouldRecalculatePath aibase.html#shouldRecalculatePath True if the path should be automatically recalculated as soon as possible.
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.
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.
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).
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]
Pathfinding.AIBase.targetCompatibility aibase.html#targetCompatibility
Pathfinding.AIBase.tr aibase.html#tr Cached Transform component.
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]
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]
Pathfinding.AIBase.usingGravity aibase.html#usingGravity Indicates if gravity is used during this frame.
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]
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.
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.
Pathfinding.AIBase.waitingForPathCalculation aibase.html#waitingForPathCalculation Only when the previous path has been calculated should the script consider searching for a new path.
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]
Pathfinding.AIDestinationSetter.ai aidestinationsetter.html#ai
Pathfinding.AIDestinationSetter.entity aidestinationsetter.html#entity
Pathfinding.AIDestinationSetter.target aidestinationsetter.html#target The object that the AI should move to.
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]
Pathfinding.AIDestinationSetter.world aidestinationsetter.html#world
Pathfinding.AILerp.autoRepath ailerp.html#autoRepath Determines how the agent recalculates its path automatically. \n\nThis corresponds to the settings under the "Recalculate Paths Automatically" field in the inspector.
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]
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]
Pathfinding.AILerp.canSearchAgain ailerp.html#canSearchAgain Only when the previous path has been returned should a search for a new path be done.
Pathfinding.AILerp.canSearchCompability ailerp.html#canSearchCompability
Pathfinding.AILerp.desiredVelocity ailerp.html#desiredVelocity
Pathfinding.AILerp.desiredVelocityWithoutLocalAvoidance ailerp.html#desiredVelocityWithoutLocalAvoidance
Pathfinding.AILerp.destination ailerp.html#destination
Pathfinding.AILerp.enableRotation ailerp.html#enableRotation If true, the AI will rotate to face the movement direction. \n\n[more in online documentation]
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.
Pathfinding.AILerp.hasPath ailerp.html#hasPath True if this agent currently has a path that it follows.
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]
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]
Pathfinding.AILerp.interpolator ailerp.html#interpolator
Pathfinding.AILerp.interpolatorPath ailerp.html#interpolatorPath
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.
Pathfinding.AILerp.maxSpeed ailerp.html#maxSpeed Max speed in world units per second.
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.
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.
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]
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>
Pathfinding.AILerp.path ailerp.html#path Current path which is followed.
Pathfinding.AILerp.pathPending ailerp.html#pathPending True if a path is currently being calculated.
Pathfinding.AILerp.pathSwitchInterpolationTime ailerp.html#pathSwitchInterpolationTime Time since the path was replaced by a new path. \n\n[more in online documentation]
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.
Pathfinding.AILerp.previousMovementDirection ailerp.html#previousMovementDirection
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.
Pathfinding.AILerp.previousPosition1 ailerp.html#previousPosition1
Pathfinding.AILerp.previousPosition2 ailerp.html#previousPosition2
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]
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]
Pathfinding.AILerp.reachedEndOfPath ailerp.html#reachedEndOfPath True if the end of the current path has been reached.
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]
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]
Pathfinding.AILerp.repathRateCompatibility ailerp.html#repathRateCompatibility
Pathfinding.AILerp.rotation ailerp.html#rotation Rotation of the agent. \n\nIn world space. \n\n[more in online documentation]
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]
Pathfinding.AILerp.rotationSpeed ailerp.html#rotationSpeed How quickly to rotate.
Pathfinding.AILerp.seeker ailerp.html#seeker Cached Seeker component.
Pathfinding.AILerp.shouldRecalculatePath ailerp.html#shouldRecalculatePath True if the path should be automatically recalculated as soon as possible.
Pathfinding.AILerp.simulatedPosition ailerp.html#simulatedPosition
Pathfinding.AILerp.simulatedRotation ailerp.html#simulatedRotation
Pathfinding.AILerp.speed ailerp.html#speed Speed in world units.
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).
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.
Pathfinding.AILerp.switchPathInterpolationSpeed ailerp.html#switchPathInterpolationSpeed How quickly to interpolate to the new path. \n\n[more in online documentation]
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]
Pathfinding.AILerp.targetCompatibility ailerp.html#targetCompatibility Required for serialization backward compatibility.
Pathfinding.AILerp.tr ailerp.html#tr Cached Transform component.
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]
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]
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]
Pathfinding.AIPath.GizmoColor aipath.html#GizmoColor
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.
Pathfinding.AIPath.cachedNNConstraint aipath.html#cachedNNConstraint
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]
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]
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>
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.
Pathfinding.AIPath.gizmoHash aipath.html#gizmoHash
Pathfinding.AIPath.hasPath aipath.html#hasPath True if this agent currently has a path that it follows.
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]
Pathfinding.AIPath.interpolator aipath.html#interpolator Represents the current steering target for the agent.
Pathfinding.AIPath.interpolatorPath aipath.html#interpolatorPath Helper which calculates points along the current path.
Pathfinding.AIPath.lastChangedTime aipath.html#lastChangedTime
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.
Pathfinding.AIPath.maxSpeed aipath.html#maxSpeed Max speed in world units per second.
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.
Pathfinding.AIPath.path aipath.html#path Current path which is followed.
Pathfinding.AIPath.pathPending aipath.html#pathPending True if a path is currently being calculated.
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]
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.
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]
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]
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]
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]
Pathfinding.AIPath.rotationFilterState aipath.html#rotationFilterState
Pathfinding.AIPath.rotationFilterState2 aipath.html#rotationFilterState2
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.
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.
Pathfinding.AIPath.slowdownDistance aipath.html#slowdownDistance Distance from the end of the path where the AI will start to slow down.
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.
Pathfinding.AIPathAlignedToSurface.scratchDictionary aipathalignedtosurface.html#scratchDictionary Scratch dictionary used to avoid allocations every frame.
Pathfinding.AdvancedSmooth.ConstantTurn.circleCenter constantturn.html#circleCenter
Pathfinding.AdvancedSmooth.ConstantTurn.clockwise constantturn.html#clockwise
Pathfinding.AdvancedSmooth.ConstantTurn.gamma1 constantturn.html#gamma1
Pathfinding.AdvancedSmooth.ConstantTurn.gamma2 constantturn.html#gamma2
Pathfinding.AdvancedSmooth.MaxTurn.alfaLeftLeft maxturn.html#alfaLeftLeft
Pathfinding.AdvancedSmooth.MaxTurn.alfaLeftRight maxturn.html#alfaLeftRight
Pathfinding.AdvancedSmooth.MaxTurn.alfaRightLeft maxturn.html#alfaRightLeft
Pathfinding.AdvancedSmooth.MaxTurn.alfaRightRight maxturn.html#alfaRightRight
Pathfinding.AdvancedSmooth.MaxTurn.betaLeftLeft maxturn.html#betaLeftLeft
Pathfinding.AdvancedSmooth.MaxTurn.betaLeftRight maxturn.html#betaLeftRight
Pathfinding.AdvancedSmooth.MaxTurn.betaRightLeft maxturn.html#betaRightLeft
Pathfinding.AdvancedSmooth.MaxTurn.betaRightRight maxturn.html#betaRightRight
Pathfinding.AdvancedSmooth.MaxTurn.deltaLeftRight maxturn.html#deltaLeftRight
Pathfinding.AdvancedSmooth.MaxTurn.deltaRightLeft maxturn.html#deltaRightLeft
Pathfinding.AdvancedSmooth.MaxTurn.gammaLeft maxturn.html#gammaLeft
Pathfinding.AdvancedSmooth.MaxTurn.gammaRight maxturn.html#gammaRight
Pathfinding.AdvancedSmooth.MaxTurn.leftCircleCenter maxturn.html#leftCircleCenter
Pathfinding.AdvancedSmooth.MaxTurn.preLeftCircleCenter maxturn.html#preLeftCircleCenter
Pathfinding.AdvancedSmooth.MaxTurn.preRightCircleCenter maxturn.html#preRightCircleCenter
Pathfinding.AdvancedSmooth.MaxTurn.preVaLeft maxturn.html#preVaLeft
Pathfinding.AdvancedSmooth.MaxTurn.preVaRight maxturn.html#preVaRight
Pathfinding.AdvancedSmooth.MaxTurn.rightCircleCenter maxturn.html#rightCircleCenter
Pathfinding.AdvancedSmooth.MaxTurn.vaLeft maxturn.html#vaLeft
Pathfinding.AdvancedSmooth.MaxTurn.vaRight maxturn.html#vaRight
Pathfinding.AdvancedSmooth.Order advancedsmooth.html#Order
Pathfinding.AdvancedSmooth.Turn.constructor turn.html#constructor
Pathfinding.AdvancedSmooth.Turn.id turn.html#id
Pathfinding.AdvancedSmooth.Turn.length turn.html#length
Pathfinding.AdvancedSmooth.Turn.score turn.html#score
Pathfinding.AdvancedSmooth.TurnConstructor.ThreeSixtyRadians turnconstructor.html#ThreeSixtyRadians
Pathfinding.AdvancedSmooth.TurnConstructor.changedPreviousTangent turnconstructor.html#changedPreviousTangent
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)
Pathfinding.AdvancedSmooth.TurnConstructor.current turnconstructor.html#current
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]
Pathfinding.AdvancedSmooth.TurnConstructor.next turnconstructor.html#next
Pathfinding.AdvancedSmooth.TurnConstructor.normal turnconstructor.html#normal
Pathfinding.AdvancedSmooth.TurnConstructor.prev turnconstructor.html#prev
Pathfinding.AdvancedSmooth.TurnConstructor.prevNormal turnconstructor.html#prevNormal
Pathfinding.AdvancedSmooth.TurnConstructor.t1 turnconstructor.html#t1
Pathfinding.AdvancedSmooth.TurnConstructor.t2 turnconstructor.html#t2
Pathfinding.AdvancedSmooth.TurnConstructor.turningRadius turnconstructor.html#turningRadius
Pathfinding.AdvancedSmooth.turnConstruct1 advancedsmooth.html#turnConstruct1
Pathfinding.AdvancedSmooth.turnConstruct2 advancedsmooth.html#turnConstruct2
Pathfinding.AdvancedSmooth.turningRadius advancedsmooth.html#turningRadius
Pathfinding.AlternativePath.Order alternativepath.html#Order
Pathfinding.AlternativePath.destroyed alternativepath.html#destroyed
Pathfinding.AlternativePath.penalty alternativepath.html#penalty How much penalty (weight) to apply to nodes.
Pathfinding.AlternativePath.prevNodes alternativepath.html#prevNodes The previous path.
Pathfinding.AlternativePath.prevPenalty alternativepath.html#prevPenalty The previous penalty used. \n\nStored just in case it changes during operation
Pathfinding.AlternativePath.randomStep alternativepath.html#randomStep Max number of nodes to skip in a row.
Pathfinding.AlternativePath.rnd alternativepath.html#rnd A random object.
Pathfinding.AnimationLink.LinkClip.clip linkclip.html#clip
Pathfinding.AnimationLink.LinkClip.loopCount linkclip.html#loopCount
Pathfinding.AnimationLink.LinkClip.name linkclip.html#name
Pathfinding.AnimationLink.LinkClip.velocity linkclip.html#velocity
Pathfinding.AnimationLink.animSpeed animationlink.html#animSpeed
Pathfinding.AnimationLink.boneRoot animationlink.html#boneRoot
Pathfinding.AnimationLink.clip animationlink.html#clip
Pathfinding.AnimationLink.referenceMesh animationlink.html#referenceMesh
Pathfinding.AnimationLink.reverseAnim animationlink.html#reverseAnim
Pathfinding.AnimationLink.sequence animationlink.html#sequence
Pathfinding.AstarColor.AreaColors astarcolor.html#AreaColors
Pathfinding.AstarColor.BoundsHandles astarcolor.html#BoundsHandles
Pathfinding.AstarColor.ConnectionHighLerp astarcolor.html#ConnectionHighLerp
Pathfinding.AstarColor.ConnectionLowLerp astarcolor.html#ConnectionLowLerp
Pathfinding.AstarColor.MeshEdgeColor astarcolor.html#MeshEdgeColor
Pathfinding.AstarColor.SolidColor astarcolor.html#SolidColor
Pathfinding.AstarColor.UnwalkableNode astarcolor.html#UnwalkableNode
Pathfinding.AstarColor._AreaColors astarcolor.html#_AreaColors Holds user set area colors. \n\nUse GetAreaColor to get an area color
Pathfinding.AstarColor._BoundsHandles astarcolor.html#_BoundsHandles
Pathfinding.AstarColor._ConnectionHighLerp astarcolor.html#_ConnectionHighLerp
Pathfinding.AstarColor._ConnectionLowLerp astarcolor.html#_ConnectionLowLerp
Pathfinding.AstarColor._MeshEdgeColor astarcolor.html#_MeshEdgeColor
Pathfinding.AstarColor._SolidColor astarcolor.html#_SolidColor
Pathfinding.AstarColor._UnwalkableNode astarcolor.html#_UnwalkableNode
Pathfinding.AstarData.active astardata.html#active The AstarPath component which owns this AstarData.
Pathfinding.AstarData.cacheStartup astardata.html#cacheStartup Should graph-data be cached. \n\nCaching the startup means saving the whole graphs - not only the settings - to a file (file_cachedStartup) which can be loaded when the game starts. This is usually much faster than scanning the graphs when the game starts. This is configured from the editor under the "Save & Load" tab.\n\n[more in online documentation]
Pathfinding.AstarData.data astardata.html#data Serialized data for all graphs and settings.
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.
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.
Pathfinding.AstarData.graphStructureLocked astardata.html#graphStructureLocked
Pathfinding.AstarData.graphTypes astardata.html#graphTypes All supported graph types. \n\nPopulated through reflection search
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.
Pathfinding.AstarData.gridGraph astardata.html#gridGraph Shortcut to the first GridGraph.
Pathfinding.AstarData.layerGridGraph astardata.html#layerGridGraph Shortcut to the first LayerGridGraph. \n\n [more in online documentation]
Pathfinding.AstarData.linkGraph astardata.html#linkGraph Shortcut to the first LinkGraph.
Pathfinding.AstarData.navmesh astardata.html#navmesh Shortcut to the first NavMeshGraph.
Pathfinding.AstarData.pointGraph astardata.html#pointGraph Shortcut to the first PointGraph.
Pathfinding.AstarData.recastGraph astardata.html#recastGraph Shortcut to the first RecastGraph. \n\n [more in online documentation]
Pathfinding.AstarDebugger.GraphPoint.collectEvent graphpoint.html#collectEvent
Pathfinding.AstarDebugger.GraphPoint.fps graphpoint.html#fps
Pathfinding.AstarDebugger.GraphPoint.memory graphpoint.html#memory
Pathfinding.AstarDebugger.PathTypeDebug.getSize pathtypedebug.html#getSize
Pathfinding.AstarDebugger.PathTypeDebug.getTotalCreated pathtypedebug.html#getTotalCreated
Pathfinding.AstarDebugger.PathTypeDebug.name pathtypedebug.html#name
Pathfinding.AstarDebugger.allocMem astardebugger.html#allocMem
Pathfinding.AstarDebugger.allocRate astardebugger.html#allocRate
Pathfinding.AstarDebugger.boxRect astardebugger.html#boxRect
Pathfinding.AstarDebugger.cachedText astardebugger.html#cachedText
Pathfinding.AstarDebugger.cam astardebugger.html#cam
Pathfinding.AstarDebugger.collectAlloc astardebugger.html#collectAlloc
Pathfinding.AstarDebugger.debugTypes astardebugger.html#debugTypes
Pathfinding.AstarDebugger.delayedDeltaTime astardebugger.html#delayedDeltaTime
Pathfinding.AstarDebugger.delta astardebugger.html#delta
Pathfinding.AstarDebugger.font astardebugger.html#font Font to use. \n\nA monospaced font is the best
Pathfinding.AstarDebugger.fontSize astardebugger.html#fontSize
Pathfinding.AstarDebugger.fpsDropCounterSize astardebugger.html#fpsDropCounterSize
Pathfinding.AstarDebugger.fpsDrops astardebugger.html#fpsDrops
Pathfinding.AstarDebugger.graph astardebugger.html#graph
Pathfinding.AstarDebugger.graphBufferSize astardebugger.html#graphBufferSize
Pathfinding.AstarDebugger.graphHeight astardebugger.html#graphHeight
Pathfinding.AstarDebugger.graphOffset astardebugger.html#graphOffset
Pathfinding.AstarDebugger.graphWidth astardebugger.html#graphWidth
Pathfinding.AstarDebugger.lastAllocMemory astardebugger.html#lastAllocMemory
Pathfinding.AstarDebugger.lastAllocSet astardebugger.html#lastAllocSet
Pathfinding.AstarDebugger.lastCollect astardebugger.html#lastCollect
Pathfinding.AstarDebugger.lastCollectNum astardebugger.html#lastCollectNum
Pathfinding.AstarDebugger.lastDeltaTime astardebugger.html#lastDeltaTime
Pathfinding.AstarDebugger.lastUpdate astardebugger.html#lastUpdate
Pathfinding.AstarDebugger.maxNodePool astardebugger.html#maxNodePool
Pathfinding.AstarDebugger.maxVecPool astardebugger.html#maxVecPool
Pathfinding.AstarDebugger.peakAlloc astardebugger.html#peakAlloc
Pathfinding.AstarDebugger.show astardebugger.html#show
Pathfinding.AstarDebugger.showFPS astardebugger.html#showFPS
Pathfinding.AstarDebugger.showGraph astardebugger.html#showGraph
Pathfinding.AstarDebugger.showInEditor astardebugger.html#showInEditor
Pathfinding.AstarDebugger.showMemProfile astardebugger.html#showMemProfile
Pathfinding.AstarDebugger.showPathProfile astardebugger.html#showPathProfile
Pathfinding.AstarDebugger.style astardebugger.html#style
Pathfinding.AstarDebugger.text astardebugger.html#text
Pathfinding.AstarDebugger.yOffset astardebugger.html#yOffset
Pathfinding.AstarMath.GlobalRandom astarmath.html#GlobalRandom
Pathfinding.AstarMath.GlobalRandomLock astarmath.html#GlobalRandomLock
Pathfinding.AstarPathEditor.aboutArea astarpatheditor.html#aboutArea
Pathfinding.AstarPathEditor.addGraphsArea astarpatheditor.html#addGraphsArea
Pathfinding.AstarPathEditor.alwaysVisibleArea astarpatheditor.html#alwaysVisibleArea
Pathfinding.AstarPathEditor.astarSkin astarpatheditor.html#astarSkin
Pathfinding.AstarPathEditor.colorSettingsArea astarpatheditor.html#colorSettingsArea
Pathfinding.AstarPathEditor.customAreaColorsOpen astarpatheditor.html#customAreaColorsOpen
Pathfinding.AstarPathEditor.defines astarpatheditor.html#defines Holds defines found in script files, used for optimizations. \n\n [more in online documentation]
Pathfinding.AstarPathEditor.editTags astarpatheditor.html#editTags
Pathfinding.AstarPathEditor.editorSettingsArea astarpatheditor.html#editorSettingsArea
Pathfinding.AstarPathEditor.graphDeleteButtonStyle astarpatheditor.html#graphDeleteButtonStyle
Pathfinding.AstarPathEditor.graphEditNameButtonStyle astarpatheditor.html#graphEditNameButtonStyle
Pathfinding.AstarPathEditor.graphEditorTypes astarpatheditor.html#graphEditorTypes List of all graph editors available (e.g GridGraphEditor)
Pathfinding.AstarPathEditor.graphEditors astarpatheditor.html#graphEditors List of all graph editors for the graphs.
Pathfinding.AstarPathEditor.graphGizmoButtonStyle astarpatheditor.html#graphGizmoButtonStyle
Pathfinding.AstarPathEditor.graphInfoButtonStyle astarpatheditor.html#graphInfoButtonStyle
Pathfinding.AstarPathEditor.graphNameFocused astarpatheditor.html#graphNameFocused Graph editor which has its 'name' field focused.
Pathfinding.AstarPathEditor.graphNodeCounts astarpatheditor.html#graphNodeCounts Holds node counts for each graph to avoid calculating it every frame. \n\nOnly used for visualization purposes
Pathfinding.AstarPathEditor.graphTypes astarpatheditor.html#graphTypes
Pathfinding.AstarPathEditor.graphsArea astarpatheditor.html#graphsArea
Pathfinding.AstarPathEditor.helpBox astarpatheditor.html#helpBox
Pathfinding.AstarPathEditor.heuristicOptimizationOptions astarpatheditor.html#heuristicOptimizationOptions
Pathfinding.AstarPathEditor.ignoredChecksum astarpatheditor.html#ignoredChecksum Used to make sure correct behaviour when handling undos.
Pathfinding.AstarPathEditor.isPrefab astarpatheditor.html#isPrefab
Pathfinding.AstarPathEditor.lastUndoGroup astarpatheditor.html#lastUndoGroup
Pathfinding.AstarPathEditor.level0AreaStyle astarpatheditor.html#level0AreaStyle
Pathfinding.AstarPathEditor.level0LabelStyle astarpatheditor.html#level0LabelStyle
Pathfinding.AstarPathEditor.level1AreaStyle astarpatheditor.html#level1AreaStyle
Pathfinding.AstarPathEditor.level1LabelStyle astarpatheditor.html#level1LabelStyle
Pathfinding.AstarPathEditor.optimizationSettingsArea astarpatheditor.html#optimizationSettingsArea
Pathfinding.AstarPathEditor.script astarpatheditor.html#script AstarPath instance that is being inspected.
Pathfinding.AstarPathEditor.scriptsFolder astarpatheditor.html#scriptsFolder
Pathfinding.AstarPathEditor.serializationSettingsArea astarpatheditor.html#serializationSettingsArea
Pathfinding.AstarPathEditor.settingsArea astarpatheditor.html#settingsArea
Pathfinding.AstarPathEditor.showSettings astarpatheditor.html#showSettings
Pathfinding.AstarPathEditor.stylesLoaded astarpatheditor.html#stylesLoaded
Pathfinding.AstarPathEditor.tagsArea astarpatheditor.html#tagsArea
Pathfinding.AstarPathEditor.thinHelpBox astarpatheditor.html#thinHelpBox
Pathfinding.AstarUpdateChecker._lastUpdateCheck astarupdatechecker.html#_lastUpdateCheck
Pathfinding.AstarUpdateChecker._lastUpdateCheckRead astarupdatechecker.html#_lastUpdateCheckRead
Pathfinding.AstarUpdateChecker._latestBetaVersion astarupdatechecker.html#_latestBetaVersion
Pathfinding.AstarUpdateChecker._latestVersion astarupdatechecker.html#_latestVersion
Pathfinding.AstarUpdateChecker._latestVersionDescription astarupdatechecker.html#_latestVersionDescription Description of the latest update of the A* Pathfinding Project.
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.
Pathfinding.AstarUpdateChecker.hasParsedServerMessage astarupdatechecker.html#hasParsedServerMessage
Pathfinding.AstarUpdateChecker.lastUpdateCheck astarupdatechecker.html#lastUpdateCheck Last time an update check was made.
Pathfinding.AstarUpdateChecker.latestBetaVersion astarupdatechecker.html#latestBetaVersion Latest beta version of the A* Pathfinding Project.
Pathfinding.AstarUpdateChecker.latestVersion astarupdatechecker.html#latestVersion Latest version of the A* Pathfinding Project.
Pathfinding.AstarUpdateChecker.latestVersionDescription astarupdatechecker.html#latestVersionDescription Summary of the latest update.
Pathfinding.AstarUpdateChecker.updateCheckDownload astarupdatechecker.html#updateCheckDownload Used for downloading new version information.
Pathfinding.AstarUpdateChecker.updateCheckRate astarupdatechecker.html#updateCheckRate Number of days between update checks.
Pathfinding.AstarUpdateChecker.updateURL astarupdatechecker.html#updateURL URL to the version file containing the latest version number.
Pathfinding.AstarUpdateWindow.largeStyle astarupdatewindow.html#largeStyle
Pathfinding.AstarUpdateWindow.normalStyle astarupdatewindow.html#normalStyle
Pathfinding.AstarUpdateWindow.setReminder astarupdatewindow.html#setReminder
Pathfinding.AstarUpdateWindow.summary astarupdatewindow.html#summary
Pathfinding.AstarUpdateWindow.version astarupdatewindow.html#version
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.
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.
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]
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.
Pathfinding.AutoRepathPolicy.Mode autorepathpolicy2.html#Mode Policy mode for how often to recalculate an agent's path.
Pathfinding.AutoRepathPolicy.lastDestination autorepathpolicy2.html#lastDestination
Pathfinding.AutoRepathPolicy.lastRepathTime autorepathpolicy2.html#lastRepathTime
Pathfinding.AutoRepathPolicy.maximumPeriod autorepathpolicy2.html#maximumPeriod Maximum number of seconds between each automatic path recalculation for Mode.Dynamic.
Pathfinding.AutoRepathPolicy.mode autorepathpolicy2.html#mode Policy to use when recalculating paths. \n\n[more in online documentation]
Pathfinding.AutoRepathPolicy.period autorepathpolicy2.html#period Number of seconds between each automatic path recalculation for Mode.EveryNSeconds.
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]
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.
Pathfinding.BaseAIEditor.debug baseaieditor.html#debug
Pathfinding.BaseAIEditor.lastSeenCustomGravity baseaieditor.html#lastSeenCustomGravity
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]
Pathfinding.BinaryHeap.GrowthFactor binaryheap.html#GrowthFactor The tree will grow by at least this factor every time it is expanded.
Pathfinding.BinaryHeap.HeapNode.F heapnode.html#F
Pathfinding.BinaryHeap.HeapNode.G heapnode.html#G
Pathfinding.BinaryHeap.HeapNode.pathNodeIndex heapnode.html#pathNodeIndex
Pathfinding.BinaryHeap.HeapNode.sortKey heapnode.html#sortKey Bitpacked F and G scores.
Pathfinding.BinaryHeap.NotInHeap binaryheap.html#NotInHeap
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).
Pathfinding.BinaryHeap.heap binaryheap.html#heap Internal backing array for the heap.
Pathfinding.BinaryHeap.isEmpty binaryheap.html#isEmpty True if the heap does not contain any elements.
Pathfinding.BinaryHeap.numberOfItems binaryheap.html#numberOfItems Number of items in the tree.
Pathfinding.BlockManager.BlockMode blockmanager.html#BlockMode
Pathfinding.BlockManager.TraversalProvider.blockManager traversalprovider.html#blockManager Holds information about which nodes are occupied.
Pathfinding.BlockManager.TraversalProvider.filterDiagonalGridConnections traversalprovider.html#filterDiagonalGridConnections
Pathfinding.BlockManager.TraversalProvider.mode traversalprovider.html#mode Affects which nodes are considered blocked.
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]
Pathfinding.BlockManager.blocked blockmanager.html#blocked Contains info on which SingleNodeBlocker objects have blocked a particular node.
Pathfinding.BlockableChannel.Receiver.channel receiver.html#channel
Pathfinding.BlockableChannel.allReceiversBlocked blockablechannel.html#allReceiversBlocked True if blocking and all receivers are waiting for unblocking.
Pathfinding.BlockableChannel.blocked blockablechannel.html#blocked
Pathfinding.BlockableChannel.isBlocked blockablechannel.html#isBlocked If true, all calls to Receive will block until this property is set to false.
Pathfinding.BlockableChannel.isClosed blockablechannel.html#isClosed True if Close has been called.
Pathfinding.BlockableChannel.isEmpty blockablechannel.html#isEmpty True if the queue is empty.
Pathfinding.BlockableChannel.isStarving blockablechannel.html#isStarving
Pathfinding.BlockableChannel.lockObj blockablechannel.html#lockObj
Pathfinding.BlockableChannel.numReceivers blockablechannel.html#numReceivers
Pathfinding.BlockableChannel.queue blockablechannel.html#queue
Pathfinding.BlockableChannel.starving blockablechannel.html#starving
Pathfinding.BlockableChannel.waitingReceivers blockablechannel.html#waitingReceivers
Pathfinding.CloseToDestinationMode pathfinding.html#CloseToDestinationMode What to do when the character is close to the destination.
Pathfinding.Connection.IdenticalEdge connection.html#IdenticalEdge
Pathfinding.Connection.IncomingConnection connection.html#IncomingConnection
Pathfinding.Connection.NoSharedEdge connection.html#NoSharedEdge
Pathfinding.Connection.OutgoingConnection connection.html#OutgoingConnection
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]
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.
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.
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.
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.
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.
Pathfinding.Connection.node connection.html#node Node which this connection goes to.
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]
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]
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).
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]
Pathfinding.ConstantPath.originalStartPoint constantpath.html#originalStartPoint
Pathfinding.ConstantPath.startNode constantpath.html#startNode
Pathfinding.ConstantPath.startPoint constantpath.html#startPoint
Pathfinding.CustomGraphEditorAttribute.displayName customgrapheditorattribute.html#displayName Name displayed in the inpector.
Pathfinding.CustomGraphEditorAttribute.editorType customgrapheditorattribute.html#editorType Type of the editor for the graph.
Pathfinding.CustomGraphEditorAttribute.graphType customgrapheditorattribute.html#graphType Graph type which this is an editor for.
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]
Pathfinding.DistanceMetric.distanceScaleAlongProjectionDirection distancemetric.html#distanceScaleAlongProjectionDirection Distance scaling along the projectionAxis. \n\n[more in online documentation]
Pathfinding.DistanceMetric.isProjectedDistance distancemetric.html#isProjectedDistance True when using the ClosestAsSeenFromAbove or ClosestAsSeenFromAboveSoft modes.
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]
Pathfinding.DynamicGridObstacle.bounds dynamicgridobstacle.html#bounds
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).
Pathfinding.DynamicGridObstacle.coll dynamicgridobstacle.html#coll Collider to get bounds information from.
Pathfinding.DynamicGridObstacle.coll2D dynamicgridobstacle.html#coll2D 2D Collider to get bounds information from
Pathfinding.DynamicGridObstacle.colliderEnabled dynamicgridobstacle.html#colliderEnabled
Pathfinding.DynamicGridObstacle.lastCheckTime dynamicgridobstacle.html#lastCheckTime
Pathfinding.DynamicGridObstacle.pendingGraphUpdates dynamicgridobstacle.html#pendingGraphUpdates
Pathfinding.DynamicGridObstacle.prevBounds dynamicgridobstacle.html#prevBounds Bounds of the collider the last time the graphs were updated.
Pathfinding.DynamicGridObstacle.prevEnabled dynamicgridobstacle.html#prevEnabled True if the collider was enabled last time the graphs were updated.
Pathfinding.DynamicGridObstacle.prevRotation dynamicgridobstacle.html#prevRotation Rotation of the collider the last time the graphs were updated.
Pathfinding.DynamicGridObstacle.tr dynamicgridobstacle.html#tr Cached transform component.
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.
Pathfinding.ECS.AIMoveSystem.MarkerMovementOverride aimovesystem.html#MarkerMovementOverride
Pathfinding.ECS.AIMoveSystem.MovementStateTypeHandleRO aimovesystem.html#MovementStateTypeHandleRO
Pathfinding.ECS.AIMoveSystem.ResolvedMovementHandleRO aimovesystem.html#ResolvedMovementHandleRO
Pathfinding.ECS.AIMoveSystem.entityQueryGizmos aimovesystem.html#entityQueryGizmos
Pathfinding.ECS.AIMoveSystem.entityQueryMove aimovesystem.html#entityQueryMove
Pathfinding.ECS.AIMoveSystem.entityQueryMovementOverride aimovesystem.html#entityQueryMovementOverride
Pathfinding.ECS.AIMoveSystem.entityQueryPrepareMovement aimovesystem.html#entityQueryPrepareMovement
Pathfinding.ECS.AIMoveSystem.entityQueryRotation aimovesystem.html#entityQueryRotation
Pathfinding.ECS.AIMoveSystem.entityQueryWithGravity aimovesystem.html#entityQueryWithGravity
Pathfinding.ECS.AIMoveSystem.jobRepairPathScheduler aimovesystem.html#jobRepairPathScheduler
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.
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.CheapStepDeltaTime timescaledratemanager.html#CheapStepDeltaTime
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.IsLastSubstep timescaledratemanager.html#IsLastSubstep True when this is the last substep of the current simulation.
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.Timestep timescaledratemanager.html#Timestep
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapSimulationOnly timescaledratemanager.html#cheapSimulationOnly
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapTimeData timescaledratemanager.html#cheapTimeData
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.cheapTimeDataQueue timescaledratemanager.html#cheapTimeDataQueue
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.inGroup timescaledratemanager.html#inGroup
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.isLastSubstep timescaledratemanager.html#isLastSubstep
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.lastCheapSimulation timescaledratemanager.html#lastCheapSimulation
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.lastFullSimulation timescaledratemanager.html#lastFullSimulation
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.maximumDt timescaledratemanager.html#maximumDt
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.numUpdatesThisFrame timescaledratemanager.html#numUpdatesThisFrame
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.stepDt timescaledratemanager.html#stepDt
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.timeDataQueue timescaledratemanager.html#timeDataQueue
Pathfinding.ECS.AIMovementSystemGroup.TimeScaledRateManager.updateIndex timescaledratemanager.html#updateIndex
Pathfinding.ECS.AgentCylinderShape.height agentcylindershape.html#height Height of the agent in world units.
Pathfinding.ECS.AgentCylinderShape.radius agentcylindershape.html#radius Radius of the agent in world units.
Pathfinding.ECS.AgentMovementPlane.value agentmovementplane.html#value The movement plane for the agent. \n\nThe movement plane determines what the "up" direction of the agent is. For most typical 3D games, this will be aligned with the Y axis, but there are games in which the agent needs to navigate on walls, or on spherical worlds. For those games this movement plane will track the plane in which the agent is currently moving.\n\n[more in online documentation]
Pathfinding.ECS.AgentMovementPlaneSource.value agentmovementplanesource.html#value
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]
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]
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.
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.
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]
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.backupRotationSmoothing agentoffmeshlinktraversalcontext.html#backupRotationSmoothing
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.concreteLink agentoffmeshlinktraversalcontext.html#concreteLink The off-mesh link that is being traversed. \n\n[more in online documentation]
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.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.disabledRVO agentoffmeshlinktraversalcontext.html#disabledRVO
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.entity agentoffmeshlinktraversalcontext.html#entity The entity that is traversing the off-mesh link.
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]
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.gameObjectCache agentoffmeshlinktraversalcontext.html#gameObjectCache
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.link agentoffmeshlinktraversalcontext.html#link Information about the off-mesh link that the agent is traversing.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkInfo agentoffmeshlinktraversalcontext.html#linkInfo Information about the off-mesh link that the agent is traversing. \n\n[more in online documentation]
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.linkInfoPtr agentoffmeshlinktraversalcontext.html#linkInfoPtr
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.managedState agentoffmeshlinktraversalcontext.html#managedState Some internal state of the agent.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementControl agentoffmeshlinktraversalcontext.html#movementControl How the agent should move. \n\nThe agent will move according to this data, every frame.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementControlPtr agentoffmeshlinktraversalcontext.html#movementControlPtr
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.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementPlanePtr agentoffmeshlinktraversalcontext.html#movementPlanePtr
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementSettings agentoffmeshlinktraversalcontext.html#movementSettings The movement settings for the agent.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.movementSettingsPtr agentoffmeshlinktraversalcontext.html#movementSettingsPtr
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.transform agentoffmeshlinktraversalcontext.html#transform ECS LocalTransform component attached to the agent.
Pathfinding.ECS.AgentOffMeshLinkTraversalContext.transformPtr agentoffmeshlinktraversalcontext.html#transformPtr
Pathfinding.ECS.AutoRepathPolicy.Default autorepathpolicy.html#Default
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]
Pathfinding.ECS.AutoRepathPolicy.lastDestination autorepathpolicy.html#lastDestination
Pathfinding.ECS.AutoRepathPolicy.lastRepathTime autorepathpolicy.html#lastRepathTime
Pathfinding.ECS.AutoRepathPolicy.mode autorepathpolicy.html#mode Policy to use when recalculating paths. \n\n[more in online documentation]
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.
Pathfinding.ECS.ComponentRef.ptr componentref.html#ptr
Pathfinding.ECS.ComponentRef.value componentref.html#value
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]
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.
Pathfinding.ECS.EntityAccess.handle entityaccess.html#handle
Pathfinding.ECS.EntityAccess.lastSystemVersion entityaccess.html#lastSystemVersion
Pathfinding.ECS.EntityAccess.readOnly entityaccess.html#readOnly
Pathfinding.ECS.EntityAccess.this[EntityStorageInfo storage] entityaccess.html#thisEntityStorageInfostorage
Pathfinding.ECS.EntityAccess.worldSequenceNumber entityaccess.html#worldSequenceNumber
Pathfinding.ECS.EntityAccessHelper.GlobalSystemVersionOffset entityaccesshelper.html#GlobalSystemVersionOffset
Pathfinding.ECS.EntityStorageCache.entity entitystoragecache.html#entity
Pathfinding.ECS.EntityStorageCache.lastWorldHash entitystoragecache.html#lastWorldHash
Pathfinding.ECS.EntityStorageCache.storage entitystoragecache.html#storage
Pathfinding.ECS.FallbackResolveMovementSystem.entityQuery fallbackresolvemovementsystem.html#entityQuery
Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.index jobrecalculatepaths.html#index
Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.shouldRecalculatePath jobrecalculatepaths.html#shouldRecalculatePath
Pathfinding.ECS.FollowerControlSystem.JobRecalculatePaths.time jobrecalculatepaths.html#time
Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.index jobshouldrecalculatepaths.html#index
Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.shouldRecalculatePath jobshouldrecalculatepaths.html#shouldRecalculatePath
Pathfinding.ECS.FollowerControlSystem.JobShouldRecalculatePaths.time jobshouldrecalculatepaths.html#time
Pathfinding.ECS.FollowerControlSystem.MarkerMovementOverrideAfterControl followercontrolsystem.html#MarkerMovementOverrideAfterControl
Pathfinding.ECS.FollowerControlSystem.MarkerMovementOverrideBeforeControl followercontrolsystem.html#MarkerMovementOverrideBeforeControl
Pathfinding.ECS.FollowerControlSystem.entityQueryControl followercontrolsystem.html#entityQueryControl
Pathfinding.ECS.FollowerControlSystem.entityQueryControlManaged followercontrolsystem.html#entityQueryControlManaged
Pathfinding.ECS.FollowerControlSystem.entityQueryControlManaged2 followercontrolsystem.html#entityQueryControlManaged2
Pathfinding.ECS.FollowerControlSystem.entityQueryOffMeshLink followercontrolsystem.html#entityQueryOffMeshLink
Pathfinding.ECS.FollowerControlSystem.entityQueryOffMeshLinkCleanup followercontrolsystem.html#entityQueryOffMeshLinkCleanup
Pathfinding.ECS.FollowerControlSystem.entityQueryPrepare followercontrolsystem.html#entityQueryPrepare
Pathfinding.ECS.FollowerControlSystem.jobRepairPathScheduler followercontrolsystem.html#jobRepairPathScheduler
Pathfinding.ECS.FollowerControlSystem.redrawScope followercontrolsystem.html#redrawScope
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.
Pathfinding.ECS.JobAlignAgentWithMovementDirection.dt jobalignagentwithmovementdirection.html#dt
Pathfinding.ECS.JobApplyGravity.draw jobapplygravity.html#draw
Pathfinding.ECS.JobApplyGravity.dt jobapplygravity.html#dt
Pathfinding.ECS.JobApplyGravity.raycastCommands jobapplygravity.html#raycastCommands
Pathfinding.ECS.JobApplyGravity.raycastHits jobapplygravity.html#raycastHits
Pathfinding.ECS.JobControl.MarkerConvertObstacles jobcontrol.html#MarkerConvertObstacles
Pathfinding.ECS.JobControl.draw jobcontrol.html#draw
Pathfinding.ECS.JobControl.dt jobcontrol.html#dt
Pathfinding.ECS.JobControl.edgesScratch jobcontrol.html#edgesScratch
Pathfinding.ECS.JobControl.navmeshEdgeData jobcontrol.html#navmeshEdgeData
Pathfinding.ECS.JobDrawFollowerGizmos.AgentCylinderShapeHandleRO jobdrawfollowergizmos.html#AgentCylinderShapeHandleRO
Pathfinding.ECS.JobDrawFollowerGizmos.AgentMovementPlaneHandleRO jobdrawfollowergizmos.html#AgentMovementPlaneHandleRO
Pathfinding.ECS.JobDrawFollowerGizmos.LocalTransformTypeHandleRO jobdrawfollowergizmos.html#LocalTransformTypeHandleRO
Pathfinding.ECS.JobDrawFollowerGizmos.ManagedStateHandleRW jobdrawfollowergizmos.html#ManagedStateHandleRW
Pathfinding.ECS.JobDrawFollowerGizmos.MovementSettingsHandleRO jobdrawfollowergizmos.html#MovementSettingsHandleRO
Pathfinding.ECS.JobDrawFollowerGizmos.MovementStateHandleRO jobdrawfollowergizmos.html#MovementStateHandleRO
Pathfinding.ECS.JobDrawFollowerGizmos.ResolvedMovementHandleRO jobdrawfollowergizmos.html#ResolvedMovementHandleRO
Pathfinding.ECS.JobDrawFollowerGizmos.draw jobdrawfollowergizmos.html#draw
Pathfinding.ECS.JobDrawFollowerGizmos.entityManagerHandle jobdrawfollowergizmos.html#entityManagerHandle
Pathfinding.ECS.JobDrawFollowerGizmos.scratchBuffer1 jobdrawfollowergizmos.html#scratchBuffer1
Pathfinding.ECS.JobDrawFollowerGizmos.scratchBuffer2 jobdrawfollowergizmos.html#scratchBuffer2
Pathfinding.ECS.JobManagedMovementOverrideAfterControl.dt jobmanagedmovementoverrideaftercontrol.html#dt
Pathfinding.ECS.JobManagedMovementOverrideBeforeControl.dt jobmanagedmovementoverridebeforecontrol.html#dt
Pathfinding.ECS.JobManagedMovementOverrideBeforeMovement.dt jobmanagedmovementoverridebeforemovement.html#dt
Pathfinding.ECS.JobManagedOffMeshLinkTransition.commandBuffer jobmanagedoffmeshlinktransition.html#commandBuffer
Pathfinding.ECS.JobManagedOffMeshLinkTransition.deltaTime jobmanagedoffmeshlinktransition.html#deltaTime
Pathfinding.ECS.JobMoveAgent.dt jobmoveagent.html#dt
Pathfinding.ECS.JobPrepareAgentRaycasts.draw jobprepareagentraycasts.html#draw
Pathfinding.ECS.JobPrepareAgentRaycasts.dt jobprepareagentraycasts.html#dt
Pathfinding.ECS.JobPrepareAgentRaycasts.gravity jobprepareagentraycasts.html#gravity
Pathfinding.ECS.JobPrepareAgentRaycasts.raycastCommands jobprepareagentraycasts.html#raycastCommands
Pathfinding.ECS.JobPrepareAgentRaycasts.raycastQueryParameters jobprepareagentraycasts.html#raycastQueryParameters
Pathfinding.ECS.JobRepairPath.MarkerGetNextCorners jobrepairpath.html#MarkerGetNextCorners
Pathfinding.ECS.JobRepairPath.MarkerRepair jobrepairpath.html#MarkerRepair
Pathfinding.ECS.JobRepairPath.MarkerUpdateReachedEndInfo jobrepairpath.html#MarkerUpdateReachedEndInfo
Pathfinding.ECS.JobRepairPath.Scheduler.AgentCylinderShapeTypeHandleRO scheduler.html#AgentCylinderShapeTypeHandleRO
Pathfinding.ECS.JobRepairPath.Scheduler.AgentMovementPlaneTypeHandleRO scheduler.html#AgentMovementPlaneTypeHandleRO
Pathfinding.ECS.JobRepairPath.Scheduler.DestinationPointTypeHandleRO scheduler.html#DestinationPointTypeHandleRO
Pathfinding.ECS.JobRepairPath.Scheduler.LocalTransformTypeHandleRO scheduler.html#LocalTransformTypeHandleRO
Pathfinding.ECS.JobRepairPath.Scheduler.ManagedStateTypeHandleRW scheduler.html#ManagedStateTypeHandleRW
Pathfinding.ECS.JobRepairPath.Scheduler.MovementSettingsTypeHandleRO scheduler.html#MovementSettingsTypeHandleRO
Pathfinding.ECS.JobRepairPath.Scheduler.MovementStateTypeHandleRW scheduler.html#MovementStateTypeHandleRW
Pathfinding.ECS.JobRepairPath.Scheduler.ReadyToTraverseOffMeshLinkTypeHandleRW scheduler.html#ReadyToTraverseOffMeshLinkTypeHandleRW
Pathfinding.ECS.JobRepairPath.Scheduler.entityManagerHandle scheduler.html#entityManagerHandle
Pathfinding.ECS.JobRepairPath.Scheduler.onlyApplyPendingPaths scheduler.html#onlyApplyPendingPaths
Pathfinding.ECS.JobRepairPath.indicesScratch jobrepairpath.html#indicesScratch
Pathfinding.ECS.JobRepairPath.nextCornersScratch jobrepairpath.html#nextCornersScratch
Pathfinding.ECS.JobRepairPath.onlyApplyPendingPaths jobrepairpath.html#onlyApplyPendingPaths
Pathfinding.ECS.JobRepairPath.scheduler jobrepairpath.html#scheduler
Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.endPointOfFirstPart pathtracerinfo.html#endPointOfFirstPart
Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.isStale pathtracerinfo.html#isStale
Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.isStaleBacking pathtracerinfo.html#isStaleBacking
Pathfinding.ECS.JobRepairPathHelpers.PathTracerInfo.partCount pathtracerinfo.html#partCount
Pathfinding.ECS.JobStartOffMeshLinkTransition.commandBuffer jobstartoffmeshlinktransition.html#commandBuffer
Pathfinding.ECS.JobSyncEntitiesToTransforms.entities jobsyncentitiestotransforms.html#entities
Pathfinding.ECS.JobSyncEntitiesToTransforms.entityPositions jobsyncentitiestotransforms.html#entityPositions
Pathfinding.ECS.JobSyncEntitiesToTransforms.movementState jobsyncentitiestotransforms.html#movementState
Pathfinding.ECS.JobSyncEntitiesToTransforms.orientationYAxisForward jobsyncentitiestotransforms.html#orientationYAxisForward
Pathfinding.ECS.JobSyncEntitiesToTransforms.syncPositionWithTransform jobsyncentitiestotransforms.html#syncPositionWithTransform
Pathfinding.ECS.JobSyncEntitiesToTransforms.syncRotationWithTransform jobsyncentitiestotransforms.html#syncRotationWithTransform
Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.context managedagentoffmeshlinktraversal.html#context Internal context used to pass component data to the coroutine.
Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.coroutine managedagentoffmeshlinktraversal.html#coroutine Coroutine which is used to traverse the link.
Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.handler managedagentoffmeshlinktraversal.html#handler
Pathfinding.ECS.ManagedAgentOffMeshLinkTraversal.stateMachine managedagentoffmeshlinktraversal.html#stateMachine
Pathfinding.ECS.ManagedEntityAccess.entityManager managedentityaccess.html#entityManager
Pathfinding.ECS.ManagedEntityAccess.handle managedentityaccess.html#handle
Pathfinding.ECS.ManagedEntityAccess.readOnly managedentityaccess.html#readOnly
Pathfinding.ECS.ManagedEntityAccess.this[EntityStorageInfo storage] managedentityaccess.html#thisEntityStorageInfostorage
Pathfinding.ECS.ManagedMovementOverride.callback managedmovementoverride.html#callback
Pathfinding.ECS.ManagedMovementOverrides.entity managedmovementoverrides.html#entity
Pathfinding.ECS.ManagedMovementOverrides.world managedmovementoverrides.html#world
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.
Pathfinding.ECS.ManagedState.autoRepath managedstate.html#autoRepath Settings for when to recalculate the path. \n\n[more in online documentation]
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.
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]
Pathfinding.ECS.ManagedState.onTraverseOffMeshLink managedstate.html#onTraverseOffMeshLink Callback for when the agent starts to traverse an off-mesh link.
Pathfinding.ECS.ManagedState.pathTracer managedstate.html#pathTracer Calculates in which direction to move to follow the path.
Pathfinding.ECS.ManagedState.pathfindingSettings managedstate.html#pathfindingSettings
Pathfinding.ECS.ManagedState.pendingPath managedstate.html#pendingPath Path that is being calculated, if any.
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]
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.
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]
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.
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.
Pathfinding.ECS.MovementControl.rotationSpeed movementcontrol.html#rotationSpeed The speed at which the agent should rotate towards targetRotation + targetRotationOffset, in radians per second.
Pathfinding.ECS.MovementControl.speed movementcontrol.html#speed The speed at which the agent should move towards targetPoint, in meters per second.
Pathfinding.ECS.MovementControl.targetPoint movementcontrol.html#targetPoint The point the agent should move towards.
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]
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]
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.
Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromGraph.movementPlanes jobmovementplanefromgraph.html#movementPlanes
Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.dt jobmovementplanefromnavmeshnormal.html#dt
Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.que jobmovementplanefromnavmeshnormal.html#que
Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.sphereSamplePoints jobmovementplanefromnavmeshnormal.html#sphereSamplePoints
Pathfinding.ECS.MovementPlaneFromGraphSystem.JobMovementPlaneFromNavmeshNormal.vertices jobmovementplanefromnavmeshnormal.html#vertices
Pathfinding.ECS.MovementPlaneFromGraphSystem.entityQueryGraph movementplanefromgraphsystem.html#entityQueryGraph
Pathfinding.ECS.MovementPlaneFromGraphSystem.entityQueryNormal movementplanefromgraphsystem.html#entityQueryNormal
Pathfinding.ECS.MovementPlaneFromGraphSystem.graphNodeQueue movementplanefromgraphsystem.html#graphNodeQueue
Pathfinding.ECS.MovementPlaneFromGraphSystem.sphereSamplePoints movementplanefromgraphsystem.html#sphereSamplePoints
Pathfinding.ECS.MovementPlaneSource ecs.html#MovementPlaneSource How to calculate which direction is "up" for the agent.
Pathfinding.ECS.MovementSettings.debugFlags movementsettings.html#debugFlags Flags for enabling debug rendering in the scene view.
Pathfinding.ECS.MovementSettings.follower movementsettings.html#follower Additional movement settings.
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]
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.
Pathfinding.ECS.MovementSettings.movementPlaneSource movementsettings.html#movementPlaneSource How to calculate which direction is "up" for the agent. \n\n[more in online documentation]
Pathfinding.ECS.MovementSettings.positionSmoothing movementsettings.html#positionSmoothing
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.
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]
Pathfinding.ECS.MovementState.ReachedDestinationFlag movementstate.html#ReachedDestinationFlag
Pathfinding.ECS.MovementState.ReachedEndOfPartFlag movementstate.html#ReachedEndOfPartFlag
Pathfinding.ECS.MovementState.ReachedEndOfPathFlag movementstate.html#ReachedEndOfPathFlag
Pathfinding.ECS.MovementState.TraversingLastPartFlag movementstate.html#TraversingLastPartFlag
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.
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.
Pathfinding.ECS.MovementState.flags movementstate.html#flags Bitmask for various flags.
Pathfinding.ECS.MovementState.followerState movementstate.html#followerState State of the PID controller for the movement.
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.
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]
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.
Pathfinding.ECS.MovementState.nextCorner movementstate.html#nextCorner The next corner in the path.
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.
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.
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.
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.
Pathfinding.ECS.MovementState.reachedDestinationAndOrientationFlag movementstate.html#reachedDestinationAndOrientationFlag
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.
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.
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.
Pathfinding.ECS.MovementState.reachedEndOfPathAndOrientationFlag movementstate.html#reachedEndOfPathAndOrientationFlag
Pathfinding.ECS.MovementState.remainingDistanceToEndOfPart movementstate.html#remainingDistanceToEndOfPart The remaining distance until the end of the path, or the next off-mesh link.
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]
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.
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.
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.
Pathfinding.ECS.MovementStatistics.lastPosition movementstatistics.html#lastPosition The position of the agent at the end of the last movement simulation step.
Pathfinding.ECS.MovementTarget.isReached movementtarget.html#isReached
Pathfinding.ECS.MovementTarget.reached movementtarget.html#reached
Pathfinding.ECS.PollPendingPathsSystem.anyPendingPaths pollpendingpathssystem.html#anyPendingPaths
Pathfinding.ECS.PollPendingPathsSystem.entityQueryPrepare pollpendingpathssystem.html#entityQueryPrepare
Pathfinding.ECS.PollPendingPathsSystem.jobRepairPathScheduler pollpendingpathssystem.html#jobRepairPathScheduler
Pathfinding.ECS.PollPendingPathsSystem.onPathsCalculated pollpendingpathssystem.html#onPathsCalculated
Pathfinding.ECS.RVO.AgentIndex.DeletedBit agentindex.html#DeletedBit
Pathfinding.ECS.RVO.AgentIndex.Index agentindex.html#Index
Pathfinding.ECS.RVO.AgentIndex.IndexMask agentindex.html#IndexMask
Pathfinding.ECS.RVO.AgentIndex.Valid agentindex.html#Valid
Pathfinding.ECS.RVO.AgentIndex.Version agentindex.html#Version
Pathfinding.ECS.RVO.AgentIndex.VersionMask agentindex.html#VersionMask
Pathfinding.ECS.RVO.AgentIndex.VersionOffset agentindex.html#VersionOffset
Pathfinding.ECS.RVO.AgentIndex.packedAgentIndex agentindex.html#packedAgentIndex
Pathfinding.ECS.RVO.RVOAgent.Default rvoagent.html#Default Good default settings for an RVO agent.
Pathfinding.ECS.RVO.RVOAgent.agentTimeHorizon rvoagent.html#agentTimeHorizon How far into the future to look for collisions with other agents (in seconds)
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]
Pathfinding.ECS.RVO.RVOAgent.debug rvoagent.html#debug Enables drawing debug information in the scene view.
Pathfinding.ECS.RVO.RVOAgent.flowFollowingStrength rvoagent.html#flowFollowingStrength
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.
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.
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.
Pathfinding.ECS.RVO.RVOAgent.obstacleTimeHorizon rvoagent.html#obstacleTimeHorizon How far into the future to look for collisions with obstacles (in seconds)
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>
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.
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentData jobcopyfromentitiestorvosimulator.html#agentData
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentOffMeshLinkTraversalLookup jobcopyfromentitiestorvosimulator.html#agentOffMeshLinkTraversalLookup
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.agentOutputData jobcopyfromentitiestorvosimulator.html#agentOutputData
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.dt jobcopyfromentitiestorvosimulator.html#dt
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromEntitiesToRVOSimulator.movementPlaneMode jobcopyfromentitiestorvosimulator.html#movementPlaneMode
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.MaximumCirclePackingDensity jobcopyfromrvosimulatortoentities.html#MaximumCirclePackingDensity See <a href="https://en.wikipedia.org/wiki/Circle_packing">https://en.wikipedia.org/wiki/Circle_packing</a>.
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.agentData jobcopyfromrvosimulatortoentities.html#agentData
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.agentOutputData jobcopyfromrvosimulatortoentities.html#agentOutputData
Pathfinding.ECS.RVO.RVOSystem.JobCopyFromRVOSimulatorToEntities.quadtree jobcopyfromrvosimulatortoentities.html#quadtree
Pathfinding.ECS.RVO.RVOSystem.agentOffMeshLinkTraversalLookup rvosystem.html#agentOffMeshLinkTraversalLookup
Pathfinding.ECS.RVO.RVOSystem.entityQuery rvosystem.html#entityQuery
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.
Pathfinding.ECS.RVO.RVOSystem.shouldBeAddedToSimulation rvosystem.html#shouldBeAddedToSimulation
Pathfinding.ECS.RVO.RVOSystem.shouldBeRemovedFromSimulation rvosystem.html#shouldBeRemovedFromSimulation
Pathfinding.ECS.RVO.RVOSystem.withAgentIndex rvosystem.html#withAgentIndex
Pathfinding.ECS.ResolvedMovement.rotationSpeed resolvedmovement.html#rotationSpeed The speed at which the agent should rotate towards targetRotation + targetRotationOffset, in radians per second.
Pathfinding.ECS.ResolvedMovement.speed resolvedmovement.html#speed The speed at which the agent should move towards targetPoint, in meters per second.
Pathfinding.ECS.ResolvedMovement.targetPoint resolvedmovement.html#targetPoint The point the agent should move towards.
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]
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]
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.
Pathfinding.ECS.ResolvedMovement.turningRadiusMultiplier resolvedmovement.html#turningRadiusMultiplier
Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.entities synctransformstoentitiesjob.html#entities
Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.entityPositions synctransformstoentitiesjob.html#entityPositions
Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.movementState synctransformstoentitiesjob.html#movementState
Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.orientationYAxisForward synctransformstoentitiesjob.html#orientationYAxisForward
Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.syncPositionWithTransform synctransformstoentitiesjob.html#syncPositionWithTransform
Pathfinding.ECS.SyncTransformsToEntitiesSystem.SyncTransformsToEntitiesJob.syncRotationWithTransform synctransformstoentitiesjob.html#syncRotationWithTransform
Pathfinding.ECS.SyncTransformsToEntitiesSystem.YAxisForwardToZAxisForward synctransformstoentitiessystem.html#YAxisForwardToZAxisForward
Pathfinding.ECS.SyncTransformsToEntitiesSystem.ZAxisForwardToYAxisForward synctransformstoentitiessystem.html#ZAxisForwardToYAxisForward
Pathfinding.EditorBase.cachedTooltips editorbase.html#cachedTooltips
Pathfinding.EditorBase.cachedURLs editorbase.html#cachedURLs
Pathfinding.EditorBase.content editorbase.html#content
Pathfinding.EditorBase.getDocumentationURL editorbase.html#getDocumentationURL
Pathfinding.EditorBase.noOptions editorbase.html#noOptions
Pathfinding.EditorBase.props editorbase.html#props
Pathfinding.EditorBase.remainingUnhandledProperties editorbase.html#remainingUnhandledProperties
Pathfinding.EditorBase.showInDocContent editorbase.html#showInDocContent
Pathfinding.EditorGUILayoutx.dummyList editorguilayoutx.html#dummyList
Pathfinding.EditorGUILayoutx.lastUpdateTick editorguilayoutx.html#lastUpdateTick
Pathfinding.EditorGUILayoutx.layerNames editorguilayoutx.html#layerNames
Pathfinding.EditorResourceHelper.GizmoLineMaterial editorresourcehelper.html#GizmoLineMaterial
Pathfinding.EditorResourceHelper.GizmoSurfaceMaterial editorresourcehelper.html#GizmoSurfaceMaterial
Pathfinding.EditorResourceHelper.HandlesAALineTexture editorresourcehelper.html#HandlesAALineTexture
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]
Pathfinding.EditorResourceHelper.handlesAALineTex editorresourcehelper.html#handlesAALineTex
Pathfinding.EditorResourceHelper.lineMat editorresourcehelper.html#lineMat
Pathfinding.EditorResourceHelper.surfaceMat editorresourcehelper.html#surfaceMat
Pathfinding.EndingConditionDistance.maxGScore endingconditiondistance.html#maxGScore Max G score a node may have.
Pathfinding.EndingConditionProximity.maxDistance endingconditionproximity.html#maxDistance Maximum world distance to the target node before terminating the path.
Pathfinding.Examples.AnimationLinkTraverser.ai animationlinktraverser.html#ai
Pathfinding.Examples.AnimationLinkTraverser.anim animationlinktraverser.html#anim
Pathfinding.Examples.Astar3DButton.node astar3dbutton.html#node
Pathfinding.Examples.BezierMover.averageCurvature beziermover.html#averageCurvature
Pathfinding.Examples.BezierMover.points beziermover.html#points
Pathfinding.Examples.BezierMover.speed beziermover.html#speed
Pathfinding.Examples.BezierMover.tiltAmount beziermover.html#tiltAmount
Pathfinding.Examples.BezierMover.tiltSmoothing beziermover.html#tiltSmoothing
Pathfinding.Examples.BezierMover.time beziermover.html#time
Pathfinding.Examples.DocumentationButton.UrlBase documentationbutton.html#UrlBase
Pathfinding.Examples.DocumentationButton.page documentationbutton.html#page
Pathfinding.Examples.DoorController.bounds doorcontroller.html#bounds
Pathfinding.Examples.DoorController.closedtag doorcontroller.html#closedtag
Pathfinding.Examples.DoorController.open doorcontroller.html#open
Pathfinding.Examples.DoorController.opentag doorcontroller.html#opentag
Pathfinding.Examples.DoorController.updateGraphsWithGUO doorcontroller.html#updateGraphsWithGUO
Pathfinding.Examples.DoorController.yOffset doorcontroller.html#yOffset
Pathfinding.Examples.GroupController.adjustCamera groupcontroller.html#adjustCamera
Pathfinding.Examples.GroupController.cam groupcontroller.html#cam
Pathfinding.Examples.GroupController.end groupcontroller.html#end
Pathfinding.Examples.GroupController.rad2Deg groupcontroller.html#rad2Deg Radians to degrees constant.
Pathfinding.Examples.GroupController.selection groupcontroller.html#selection
Pathfinding.Examples.GroupController.selectionBox groupcontroller.html#selectionBox
Pathfinding.Examples.GroupController.sim groupcontroller.html#sim
Pathfinding.Examples.GroupController.start groupcontroller.html#start
Pathfinding.Examples.GroupController.wasDown groupcontroller.html#wasDown
Pathfinding.Examples.HexagonTrigger.anim hexagontrigger.html#anim
Pathfinding.Examples.HexagonTrigger.visible hexagontrigger.html#visible
Pathfinding.Examples.HighlightOnHover.highlight highlightonhover.html#highlight
Pathfinding.Examples.Interactable.ActivateParticleSystem.particleSystem activateparticlesystem.html#particleSystem
Pathfinding.Examples.Interactable.AnimatorPlay.animator animatorplay.html#animator
Pathfinding.Examples.Interactable.AnimatorPlay.normalizedTime animatorplay.html#normalizedTime
Pathfinding.Examples.Interactable.AnimatorPlay.stateName animatorplay.html#stateName
Pathfinding.Examples.Interactable.AnimatorSetBoolAction.animator animatorsetboolaction.html#animator
Pathfinding.Examples.Interactable.AnimatorSetBoolAction.propertyName animatorsetboolaction.html#propertyName
Pathfinding.Examples.Interactable.AnimatorSetBoolAction.value animatorsetboolaction.html#value
Pathfinding.Examples.Interactable.CallFunction.function callfunction.html#function
Pathfinding.Examples.Interactable.CoroutineAction interactable.html#CoroutineAction
Pathfinding.Examples.Interactable.DelayAction.delay delayaction.html#delay
Pathfinding.Examples.Interactable.InstantiatePrefab.position instantiateprefab.html#position
Pathfinding.Examples.Interactable.InstantiatePrefab.prefab instantiateprefab.html#prefab
Pathfinding.Examples.Interactable.InteractAction.interactable interactaction.html#interactable
Pathfinding.Examples.Interactable.MoveToAction.destination movetoaction.html#destination
Pathfinding.Examples.Interactable.MoveToAction.useRotation movetoaction.html#useRotation
Pathfinding.Examples.Interactable.MoveToAction.waitUntilReached movetoaction.html#waitUntilReached
Pathfinding.Examples.Interactable.SetObjectActiveAction.active setobjectactiveaction.html#active
Pathfinding.Examples.Interactable.SetObjectActiveAction.target setobjectactiveaction.html#target
Pathfinding.Examples.Interactable.SetTransformAction.setPosition settransformaction.html#setPosition
Pathfinding.Examples.Interactable.SetTransformAction.setRotation settransformaction.html#setRotation
Pathfinding.Examples.Interactable.SetTransformAction.setScale settransformaction.html#setScale
Pathfinding.Examples.Interactable.SetTransformAction.source settransformaction.html#source
Pathfinding.Examples.Interactable.SetTransformAction.transform settransformaction.html#transform
Pathfinding.Examples.Interactable.TeleportAgentAction.destination teleportagentaction.html#destination
Pathfinding.Examples.Interactable.TeleportAgentOnLinkAction.Destination teleportagentonlinkaction.html#Destination
Pathfinding.Examples.Interactable.TeleportAgentOnLinkAction.destination teleportagentonlinkaction.html#destination
Pathfinding.Examples.Interactable.actions interactable.html#actions
Pathfinding.Examples.InteractableEditor.actions interactableeditor.html#actions
Pathfinding.Examples.LightweightRVO.LightweightAgentData.color lightweightagentdata.html#color
Pathfinding.Examples.LightweightRVO.LightweightAgentData.maxSpeed lightweightagentdata.html#maxSpeed
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.AlignAgentWithMovementDirectionJob.deltaTime alignagentwithmovementdirectionjob.html#deltaTime
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.AlignAgentWithMovementDirectionJob.rotationSpeed alignagentwithmovementdirectionjob.html#rotationSpeed
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.JobControlAgents.debug jobcontrolagents.html#debug
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.JobControlAgents.deltaTime jobcontrolagents.html#deltaTime
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.debug lightweightrvocontrolsystem.html#debug Determines what kind of debug info the RVO system should render as gizmos.
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.entityQueryControl lightweightrvocontrolsystem.html#entityQueryControl
Pathfinding.Examples.LightweightRVO.LightweightRVOControlSystem.entityQueryDirection lightweightrvocontrolsystem.html#entityQueryDirection
Pathfinding.Examples.LightweightRVO.LightweightRVOMoveSystem.JobMoveAgents.deltaTime jobmoveagents.html#deltaTime
Pathfinding.Examples.LightweightRVO.LightweightRVOMoveSystem.entityQuery lightweightrvomovesystem.html#entityQuery
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.renderingOffset jobgeneratemesh.html#renderingOffset
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.tris jobgeneratemesh.html#tris
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.JobGenerateMesh.verts jobgeneratemesh.html#verts
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.color vertex.html#color
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.position vertex.html#position
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.Vertex.uv vertex.html#uv
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.entityQuery lightweightrvorendersystem.html#entityQuery
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.material lightweightrvorendersystem.html#material Material for rendering.
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.mesh lightweightrvorendersystem.html#mesh Mesh for rendering.
Pathfinding.Examples.LightweightRVO.LightweightRVORenderSystem.renderingOffset lightweightrvorendersystem.html#renderingOffset Offset with which to render the mesh from the agent's original positions.
Pathfinding.Examples.LightweightRVO.RVOExampleType lightweightrvo.html#RVOExampleType
Pathfinding.Examples.LightweightRVO.agentCount lightweightrvo.html#agentCount Number of agents created at start.
Pathfinding.Examples.LightweightRVO.agentTimeHorizon lightweightrvo.html#agentTimeHorizon How far in the future too look for agents.
Pathfinding.Examples.LightweightRVO.debug lightweightrvo.html#debug Bitmas of debugging options to enable for the agents.
Pathfinding.Examples.LightweightRVO.exampleScale lightweightrvo.html#exampleScale How large is the area in which the agents are distributed when starting the simulation.
Pathfinding.Examples.LightweightRVO.material lightweightrvo.html#material
Pathfinding.Examples.LightweightRVO.maxNeighbours lightweightrvo.html#maxNeighbours Max number of neighbour agents to take into account.
Pathfinding.Examples.LightweightRVO.maxSpeed lightweightrvo.html#maxSpeed Max speed for an agent.
Pathfinding.Examples.LightweightRVO.obstacleTimeHorizon lightweightrvo.html#obstacleTimeHorizon How far in the future too look for obstacles.
Pathfinding.Examples.LightweightRVO.radius lightweightrvo.html#radius Agent radius.
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
Pathfinding.Examples.LightweightRVO.type lightweightrvo.html#type How the agents are distributed when starting the simulation.
Pathfinding.Examples.LocalSpaceRichAI.graph localspacerichai.html#graph Root of the object we are moving on.
Pathfinding.Examples.ManualRVOAgent.rvo manualrvoagent.html#rvo
Pathfinding.Examples.ManualRVOAgent.speed manualrvoagent.html#speed
Pathfinding.Examples.MecanimBridge.InputMagnitudeKey mecanimbridge.html#InputMagnitudeKey
Pathfinding.Examples.MecanimBridge.InputMagnitudeKeyHash mecanimbridge.html#InputMagnitudeKeyHash
Pathfinding.Examples.MecanimBridge.NormalizedSpeedKey mecanimbridge.html#NormalizedSpeedKey
Pathfinding.Examples.MecanimBridge.NormalizedSpeedKeyHash mecanimbridge.html#NormalizedSpeedKeyHash
Pathfinding.Examples.MecanimBridge.XAxisKey mecanimbridge.html#XAxisKey
Pathfinding.Examples.MecanimBridge.XAxisKeyHash mecanimbridge.html#XAxisKeyHash
Pathfinding.Examples.MecanimBridge.YAxisKey mecanimbridge.html#YAxisKey
Pathfinding.Examples.MecanimBridge.YAxisKeyHash mecanimbridge.html#YAxisKeyHash
Pathfinding.Examples.MecanimBridge.ai mecanimbridge.html#ai Cached reference to the movement script.
Pathfinding.Examples.MecanimBridge.angularVelocitySmoothing mecanimbridge.html#angularVelocitySmoothing Smoothing factor for the angular velocity, in seconds. \n\n[more in online documentation]
Pathfinding.Examples.MecanimBridge.anim mecanimbridge.html#anim Cached Animator component.
Pathfinding.Examples.MecanimBridge.footTransforms mecanimbridge.html#footTransforms Cached reference to the left and right feet.
Pathfinding.Examples.MecanimBridge.naturalSpeed mecanimbridge.html#naturalSpeed
Pathfinding.Examples.MecanimBridge.prevFootPos mecanimbridge.html#prevFootPos Position of the left and right feet during the previous frame.
Pathfinding.Examples.MecanimBridge.smoothedRotationSpeed mecanimbridge.html#smoothedRotationSpeed
Pathfinding.Examples.MecanimBridge.smoothedVelocity mecanimbridge.html#smoothedVelocity
Pathfinding.Examples.MecanimBridge.tr mecanimbridge.html#tr Cached Transform component.
Pathfinding.Examples.MecanimBridge.velocitySmoothing mecanimbridge.html#velocitySmoothing Smoothing factor for the velocity, in seconds.
Pathfinding.Examples.MecanimBridge2D.RotationMode mecanimbridge2d.html#RotationMode
Pathfinding.Examples.MecanimBridge2D.ai mecanimbridge2d.html#ai Cached reference to the movement script.
Pathfinding.Examples.MecanimBridge2D.anim mecanimbridge2d.html#anim Cached Animator component.
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.
Pathfinding.Examples.MecanimBridge2D.rotationMode mecanimbridge2d.html#rotationMode How the agent's rotation is handled. \n\n[more in online documentation]
Pathfinding.Examples.MecanimBridge2D.smoothedVelocity mecanimbridge2d.html#smoothedVelocity
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.
Pathfinding.Examples.MineBotAI.anim minebotai.html#anim Animation component. \n\nShould hold animations "awake" and "forward"
Pathfinding.Examples.MineBotAI.animationSpeed minebotai.html#animationSpeed Speed relative to velocity with which to play animations.
Pathfinding.Examples.MineBotAI.endOfPathEffect minebotai.html#endOfPathEffect Effect which will be instantiated when end of path is reached. \n\n[more in online documentation]
Pathfinding.Examples.MineBotAI.sleepVelocity minebotai.html#sleepVelocity Minimum velocity for moving.
Pathfinding.Examples.MineBotAnimation.NormalizedSpeedKey minebotanimation.html#NormalizedSpeedKey
Pathfinding.Examples.MineBotAnimation.NormalizedSpeedKeyHash minebotanimation.html#NormalizedSpeedKeyHash
Pathfinding.Examples.MineBotAnimation.ai minebotanimation.html#ai
Pathfinding.Examples.MineBotAnimation.anim minebotanimation.html#anim Animator component.
Pathfinding.Examples.MineBotAnimation.endOfPathEffect minebotanimation.html#endOfPathEffect Effect which will be instantiated when end of path is reached. \n\n[more in online documentation]
Pathfinding.Examples.MineBotAnimation.isAtEndOfPath minebotanimation.html#isAtEndOfPath
Pathfinding.Examples.MineBotAnimation.lastTarget minebotanimation.html#lastTarget Point for the last spawn of endOfPathEffect.
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.
Pathfinding.Examples.MineBotAnimation.tr minebotanimation.html#tr
Pathfinding.Examples.ObjectPlacer.alignToSurface objectplacer.html#alignToSurface Align created objects to the surface normal where it is created.
Pathfinding.Examples.ObjectPlacer.direct objectplacer.html#direct Flush Graph Updates directly after placing. \n\nSlower, but updates are applied immidiately
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.
Pathfinding.Examples.ObjectPlacer.issueGUOs objectplacer.html#issueGUOs Issue a graph update object after placement.
Pathfinding.Examples.ObjectPlacer.lastPlacedTime objectplacer.html#lastPlacedTime
Pathfinding.Examples.ObjectPlacer.offset objectplacer.html#offset Global offset of the placed object relative to the mouse cursor.
Pathfinding.Examples.ObjectPlacer.randomizeRotation objectplacer.html#randomizeRotation Randomize rotation of the placed object.
Pathfinding.Examples.PathTypesDemo.DemoMode pathtypesdemo.html#DemoMode
Pathfinding.Examples.PathTypesDemo.activeDemo pathtypesdemo.html#activeDemo
Pathfinding.Examples.PathTypesDemo.aimStrength pathtypesdemo.html#aimStrength
Pathfinding.Examples.PathTypesDemo.constantPathMeshGo pathtypesdemo.html#constantPathMeshGo
Pathfinding.Examples.PathTypesDemo.end pathtypesdemo.html#end Target point of paths.
Pathfinding.Examples.PathTypesDemo.lastFloodPath pathtypesdemo.html#lastFloodPath
Pathfinding.Examples.PathTypesDemo.lastPath pathtypesdemo.html#lastPath
Pathfinding.Examples.PathTypesDemo.lastRender pathtypesdemo.html#lastRender
Pathfinding.Examples.PathTypesDemo.lineMat pathtypesdemo.html#lineMat Material used for rendering paths.
Pathfinding.Examples.PathTypesDemo.lineWidth pathtypesdemo.html#lineWidth
Pathfinding.Examples.PathTypesDemo.multipoints pathtypesdemo.html#multipoints
Pathfinding.Examples.PathTypesDemo.onlyShortestPath pathtypesdemo.html#onlyShortestPath
Pathfinding.Examples.PathTypesDemo.pathOffset pathtypesdemo.html#pathOffset Offset from the real path to where it is rendered. \n\nUsed to avoid z-fighting
Pathfinding.Examples.PathTypesDemo.searchLength pathtypesdemo.html#searchLength
Pathfinding.Examples.PathTypesDemo.spread pathtypesdemo.html#spread
Pathfinding.Examples.PathTypesDemo.squareMat pathtypesdemo.html#squareMat Material used for rendering result of the ConstantPath.
Pathfinding.Examples.PathTypesDemo.start pathtypesdemo.html#start Start of paths.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.density proceduralprefab.html#density Number of objects per square world unit.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.maxScale proceduralprefab.html#maxScale Maximum scale of prefab.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.minScale proceduralprefab.html#minScale Minimum scale of prefab.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlin proceduralprefab.html#perlin Multiply by [perlin noise]. \n\nValue from 0 to 1 indicating weight.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinOffset proceduralprefab.html#perlinOffset Some offset to avoid identical density maps.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinPower proceduralprefab.html#perlinPower Perlin will be raised to this power. \n\nA higher value gives more distinct edges
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.perlinScale proceduralprefab.html#perlinScale Perlin noise scale. \n\nA higher value spreads out the maximums and minimums of the density.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.prefab proceduralprefab.html#prefab Prefab to use.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.random proceduralprefab.html#random Multiply by [random]. \n\nValue from 0 to 1 indicating weight.
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.randomRotation proceduralprefab.html#randomRotation
Pathfinding.Examples.ProceduralWorld.ProceduralPrefab.singleFixed proceduralprefab.html#singleFixed If checked, a single object will be created in the center of each tile.
Pathfinding.Examples.ProceduralWorld.ProceduralTile.destroyed proceduraltile.html#destroyed
Pathfinding.Examples.ProceduralWorld.ProceduralTile.ie proceduraltile.html#ie
Pathfinding.Examples.ProceduralWorld.ProceduralTile.rnd proceduraltile.html#rnd
Pathfinding.Examples.ProceduralWorld.ProceduralTile.root proceduraltile.html#root
Pathfinding.Examples.ProceduralWorld.ProceduralTile.world proceduraltile.html#world
Pathfinding.Examples.ProceduralWorld.ProceduralTile.x proceduraltile.html#x
Pathfinding.Examples.ProceduralWorld.ProceduralTile.z proceduraltile.html#z
Pathfinding.Examples.ProceduralWorld.RotationRandomness proceduralworld.html#RotationRandomness
Pathfinding.Examples.ProceduralWorld.disableAsyncLoadWithinRange proceduralworld.html#disableAsyncLoadWithinRange
Pathfinding.Examples.ProceduralWorld.prefabs proceduralworld.html#prefabs
Pathfinding.Examples.ProceduralWorld.range proceduralworld.html#range How far away to generate tiles.
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
Pathfinding.Examples.ProceduralWorld.subTiles proceduralworld.html#subTiles
Pathfinding.Examples.ProceduralWorld.target proceduralworld.html#target
Pathfinding.Examples.ProceduralWorld.tileGenerationQueue proceduralworld.html#tileGenerationQueue
Pathfinding.Examples.ProceduralWorld.tileSize proceduralworld.html#tileSize World size of tiles.
Pathfinding.Examples.ProceduralWorld.tiles proceduralworld.html#tiles All tiles.
Pathfinding.Examples.RTS.BTContext.animator btcontext.html#animator
Pathfinding.Examples.RTS.BTContext.transform btcontext.html#transform
Pathfinding.Examples.RTS.BTContext.unit btcontext.html#unit
Pathfinding.Examples.RTS.BTMove.destination btmove.html#destination
Pathfinding.Examples.RTS.BTNode.lastStatus btnode.html#lastStatus
Pathfinding.Examples.RTS.BTSelector.childIndex btselector.html#childIndex
Pathfinding.Examples.RTS.BTSelector.children btselector.html#children
Pathfinding.Examples.RTS.BTSequence.childIndex btsequence.html#childIndex
Pathfinding.Examples.RTS.BTSequence.children btsequence.html#children
Pathfinding.Examples.RTS.BTTransparent.child bttransparent.html#child
Pathfinding.Examples.RTS.Binding.getter binding.html#getter
Pathfinding.Examples.RTS.Binding.setter binding.html#setter
Pathfinding.Examples.RTS.Binding.val binding.html#val
Pathfinding.Examples.RTS.Binding.value binding.html#value
Pathfinding.Examples.RTS.Condition.predicate condition.html#predicate
Pathfinding.Examples.RTS.FindClosestUnit.reserve findclosestunit.html#reserve
Pathfinding.Examples.RTS.FindClosestUnit.target findclosestunit.html#target
Pathfinding.Examples.RTS.FindClosestUnit.type findclosestunit.html#type
Pathfinding.Examples.RTS.Harvest.duration harvest.html#duration
Pathfinding.Examples.RTS.Harvest.resource harvest.html#resource
Pathfinding.Examples.RTS.Harvest.time harvest.html#time
Pathfinding.Examples.RTS.MovementMode rts.html#MovementMode
Pathfinding.Examples.RTS.Once.child once.html#child
Pathfinding.Examples.RTS.RTSAudio.Source.available source.html#available
Pathfinding.Examples.RTS.RTSAudio.Source.source source.html#source
Pathfinding.Examples.RTS.RTSAudio.sources rtsaudio.html#sources
Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.buildingTime unititem.html#buildingTime
Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.cost unititem.html#cost
Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.menuItem unititem.html#menuItem
Pathfinding.Examples.RTS.RTSBuildingBarracks.UnitItem.prefab unititem.html#prefab
Pathfinding.Examples.RTS.RTSBuildingBarracks.items rtsbuildingbarracks.html#items
Pathfinding.Examples.RTS.RTSBuildingBarracks.maxQueueSize rtsbuildingbarracks.html#maxQueueSize
Pathfinding.Examples.RTS.RTSBuildingBarracks.menu rtsbuildingbarracks.html#menu
Pathfinding.Examples.RTS.RTSBuildingBarracks.queue rtsbuildingbarracks.html#queue
Pathfinding.Examples.RTS.RTSBuildingBarracks.queueProgressFraction rtsbuildingbarracks.html#queueProgressFraction
Pathfinding.Examples.RTS.RTSBuildingBarracks.queueStartTime rtsbuildingbarracks.html#queueStartTime
Pathfinding.Examples.RTS.RTSBuildingBarracks.rallyPoint rtsbuildingbarracks.html#rallyPoint
Pathfinding.Examples.RTS.RTSBuildingBarracks.spawnPoint rtsbuildingbarracks.html#spawnPoint
Pathfinding.Examples.RTS.RTSBuildingBarracks.unit rtsbuildingbarracks.html#unit
Pathfinding.Examples.RTS.RTSBuildingButton.cost rtsbuildingbutton.html#cost
Pathfinding.Examples.RTS.RTSBuildingButton.prefab rtsbuildingbutton.html#prefab
Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.icon queitem.html#icon
Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.progress queitem.html#progress
Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.QueItem.root queitem.html#root
Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.parent uiitem.html#parent
Pathfinding.Examples.RTS.RTSBuildingQueueUI.UIItem.queItems uiitem.html#queItems
Pathfinding.Examples.RTS.RTSBuildingQueueUI.building rtsbuildingqueueui.html#building
Pathfinding.Examples.RTS.RTSBuildingQueueUI.item rtsbuildingqueueui.html#item
Pathfinding.Examples.RTS.RTSBuildingQueueUI.prefab rtsbuildingqueueui.html#prefab
Pathfinding.Examples.RTS.RTSBuildingQueueUI.screenOffset rtsbuildingqueueui.html#screenOffset
Pathfinding.Examples.RTS.RTSBuildingQueueUI.worldOffset rtsbuildingqueueui.html#worldOffset
Pathfinding.Examples.RTS.RTSHarvestableResource.harvestable rtsharvestableresource.html#harvestable
Pathfinding.Examples.RTS.RTSHarvestableResource.resourceType rtsharvestableresource.html#resourceType
Pathfinding.Examples.RTS.RTSHarvestableResource.value rtsharvestableresource.html#value
Pathfinding.Examples.RTS.RTSHarvester.animator rtsharvester.html#animator
Pathfinding.Examples.RTS.RTSHarvester.behave rtsharvester.html#behave
Pathfinding.Examples.RTS.RTSHarvester.ctx rtsharvester.html#ctx
Pathfinding.Examples.RTS.RTSHarvester.unit rtsharvester.html#unit
Pathfinding.Examples.RTS.RTSManager.PlayerCount rtsmanager.html#PlayerCount
Pathfinding.Examples.RTS.RTSManager.audioManager rtsmanager.html#audioManager
Pathfinding.Examples.RTS.RTSManager.instance rtsmanager.html#instance
Pathfinding.Examples.RTS.RTSManager.players rtsmanager.html#players
Pathfinding.Examples.RTS.RTSManager.units rtsmanager.html#units
Pathfinding.Examples.RTS.RTSPlayer.index rtsplayer.html#index
Pathfinding.Examples.RTS.RTSPlayer.resources rtsplayer.html#resources
Pathfinding.Examples.RTS.RTSPlayerResources.resources rtsplayerresources.html#resources
Pathfinding.Examples.RTS.RTSResourceDeterioration.initialResources rtsresourcedeterioration.html#initialResources
Pathfinding.Examples.RTS.RTSResourceDeterioration.maxOffset rtsresourcedeterioration.html#maxOffset
Pathfinding.Examples.RTS.RTSResourceDeterioration.offsetRoot rtsresourcedeterioration.html#offsetRoot
Pathfinding.Examples.RTS.RTSResourceDeterioration.resource rtsresourcedeterioration.html#resource
Pathfinding.Examples.RTS.RTSResourceView.Item.label item2.html#label
Pathfinding.Examples.RTS.RTSResourceView.Item.name item2.html#name
Pathfinding.Examples.RTS.RTSResourceView.Item.resource item2.html#resource
Pathfinding.Examples.RTS.RTSResourceView.Item.smoothedValue item2.html#smoothedValue
Pathfinding.Examples.RTS.RTSResourceView.adjustmentSpeed rtsresourceview.html#adjustmentSpeed
Pathfinding.Examples.RTS.RTSResourceView.items rtsresourceview.html#items
Pathfinding.Examples.RTS.RTSResourceView.team rtsresourceview.html#team
Pathfinding.Examples.RTS.RTSTimedDestruction.time rtstimeddestruction.html#time
Pathfinding.Examples.RTS.RTSUI.Menu.itemPrefab menu.html#itemPrefab
Pathfinding.Examples.RTS.RTSUI.Menu.root menu.html#root
Pathfinding.Examples.RTS.RTSUI.MenuItem.description menuitem.html#description
Pathfinding.Examples.RTS.RTSUI.MenuItem.icon menuitem.html#icon
Pathfinding.Examples.RTS.RTSUI.MenuItem.label menuitem.html#label
Pathfinding.Examples.RTS.RTSUI.State rtsui.html#State
Pathfinding.Examples.RTS.RTSUI.active rtsui.html#active
Pathfinding.Examples.RTS.RTSUI.activeMenu rtsui.html#activeMenu
Pathfinding.Examples.RTS.RTSUI.buildingInfo rtsui.html#buildingInfo
Pathfinding.Examples.RTS.RTSUI.buildingPreview rtsui.html#buildingPreview
Pathfinding.Examples.RTS.RTSUI.click rtsui.html#click
Pathfinding.Examples.RTS.RTSUI.clickFallback rtsui.html#clickFallback
Pathfinding.Examples.RTS.RTSUI.dragStart rtsui.html#dragStart
Pathfinding.Examples.RTS.RTSUI.groundMask rtsui.html#groundMask
Pathfinding.Examples.RTS.RTSUI.hasSelected rtsui.html#hasSelected
Pathfinding.Examples.RTS.RTSUI.ignoreFrame rtsui.html#ignoreFrame
Pathfinding.Examples.RTS.RTSUI.menuItemPrefab rtsui.html#menuItemPrefab
Pathfinding.Examples.RTS.RTSUI.menuRoot rtsui.html#menuRoot
Pathfinding.Examples.RTS.RTSUI.notEnoughResources rtsui.html#notEnoughResources
Pathfinding.Examples.RTS.RTSUI.selectionBox rtsui.html#selectionBox
Pathfinding.Examples.RTS.RTSUI.state rtsui.html#state
Pathfinding.Examples.RTS.RTSUI.worldSpaceUI rtsui.html#worldSpaceUI
Pathfinding.Examples.RTS.RTSUnit.OnUpdateDelegate rtsunit.html#OnUpdateDelegate
Pathfinding.Examples.RTS.RTSUnit.Type rtsunit.html#Type
Pathfinding.Examples.RTS.RTSUnit.ai rtsunit.html#ai
Pathfinding.Examples.RTS.RTSUnit.attackTarget rtsunit.html#attackTarget
Pathfinding.Examples.RTS.RTSUnit.deathEffect rtsunit.html#deathEffect
Pathfinding.Examples.RTS.RTSUnit.detectionRange rtsunit.html#detectionRange
Pathfinding.Examples.RTS.RTSUnit.health rtsunit.html#health
Pathfinding.Examples.RTS.RTSUnit.lastDestination rtsunit.html#lastDestination
Pathfinding.Examples.RTS.RTSUnit.lastSeenAttackTarget rtsunit.html#lastSeenAttackTarget
Pathfinding.Examples.RTS.RTSUnit.locked rtsunit.html#locked
Pathfinding.Examples.RTS.RTSUnit.mSelected rtsunit.html#mSelected
Pathfinding.Examples.RTS.RTSUnit.maxHealth rtsunit.html#maxHealth
Pathfinding.Examples.RTS.RTSUnit.movementMode rtsunit.html#movementMode
Pathfinding.Examples.RTS.RTSUnit.onMakeActiveUnit rtsunit.html#onMakeActiveUnit
Pathfinding.Examples.RTS.RTSUnit.owner rtsunit.html#owner
Pathfinding.Examples.RTS.RTSUnit.position rtsunit.html#position Position at the start of the current frame.
Pathfinding.Examples.RTS.RTSUnit.radius rtsunit.html#radius
Pathfinding.Examples.RTS.RTSUnit.reachedDestination rtsunit.html#reachedDestination
Pathfinding.Examples.RTS.RTSUnit.reservedBy rtsunit.html#reservedBy
Pathfinding.Examples.RTS.RTSUnit.resource rtsunit.html#resource
Pathfinding.Examples.RTS.RTSUnit.rvo rtsunit.html#rvo
Pathfinding.Examples.RTS.RTSUnit.selected rtsunit.html#selected
Pathfinding.Examples.RTS.RTSUnit.selectionIndicator rtsunit.html#selectionIndicator
Pathfinding.Examples.RTS.RTSUnit.selectionIndicatorEnabled rtsunit.html#selectionIndicatorEnabled
Pathfinding.Examples.RTS.RTSUnit.storedCrystals rtsunit.html#storedCrystals
Pathfinding.Examples.RTS.RTSUnit.team rtsunit.html#team
Pathfinding.Examples.RTS.RTSUnit.transform rtsunit.html#transform
Pathfinding.Examples.RTS.RTSUnit.type rtsunit.html#type
Pathfinding.Examples.RTS.RTSUnit.weapon rtsunit.html#weapon
Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.cost buildingitem.html#cost
Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.menuItem buildingitem.html#menuItem
Pathfinding.Examples.RTS.RTSUnitBuilder.BuildingItem.prefab buildingitem.html#prefab
Pathfinding.Examples.RTS.RTSUnitBuilder.items rtsunitbuilder.html#items
Pathfinding.Examples.RTS.RTSUnitBuilder.menu rtsunitbuilder.html#menu
Pathfinding.Examples.RTS.RTSUnitBuilder.unit rtsunitbuilder.html#unit
Pathfinding.Examples.RTS.RTSUnitManager.activeUnit rtsunitmanager.html#activeUnit
Pathfinding.Examples.RTS.RTSUnitManager.batchSelection rtsunitmanager.html#batchSelection
Pathfinding.Examples.RTS.RTSUnitManager.cam rtsunitmanager.html#cam
Pathfinding.Examples.RTS.RTSUnitManager.mActiveUnit rtsunitmanager.html#mActiveUnit
Pathfinding.Examples.RTS.RTSUnitManager.selectedUnits rtsunitmanager.html#selectedUnits
Pathfinding.Examples.RTS.RTSUnitManager.units rtsunitmanager.html#units
Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.count wave.html#count
Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.delay wave.html#delay
Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.health wave.html#health
Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.prefab wave.html#prefab
Pathfinding.Examples.RTS.RTSWaveSpawner.Wave.spawnPoint wave.html#spawnPoint
Pathfinding.Examples.RTS.RTSWaveSpawner.target rtswavespawner.html#target
Pathfinding.Examples.RTS.RTSWaveSpawner.team rtswavespawner.html#team
Pathfinding.Examples.RTS.RTSWaveSpawner.waveCounter rtswavespawner.html#waveCounter
Pathfinding.Examples.RTS.RTSWaveSpawner.waves rtswavespawner.html#waves
Pathfinding.Examples.RTS.RTSWeapon.attackDuration rtsweapon.html#attackDuration
Pathfinding.Examples.RTS.RTSWeapon.canMoveWhileAttacking rtsweapon.html#canMoveWhileAttacking
Pathfinding.Examples.RTS.RTSWeapon.cooldown rtsweapon.html#cooldown
Pathfinding.Examples.RTS.RTSWeapon.isAttacking rtsweapon.html#isAttacking
Pathfinding.Examples.RTS.RTSWeapon.lastAttackTime rtsweapon.html#lastAttackTime
Pathfinding.Examples.RTS.RTSWeapon.range rtsweapon.html#range
Pathfinding.Examples.RTS.RTSWeapon.ranged rtsweapon.html#ranged
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.damage rtsweaponsimpleranged.html#damage
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.rotationRootY rtsweaponsimpleranged.html#rotationRootY
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.rotationSpeed rtsweaponsimpleranged.html#rotationSpeed
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sfx rtsweaponsimpleranged.html#sfx
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sourceEffect rtsweaponsimpleranged.html#sourceEffect
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.sourceEffectRoot rtsweaponsimpleranged.html#sourceEffectRoot
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.targetEffect rtsweaponsimpleranged.html#targetEffect
Pathfinding.Examples.RTS.RTSWeaponSimpleRanged.volume rtsweaponsimpleranged.html#volume
Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.screenOffset item3.html#screenOffset
Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.tracking item3.html#tracking
Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.transform item3.html#transform
Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.valid item3.html#valid
Pathfinding.Examples.RTS.RTSWorldSpaceUI.Item.worldOffset item3.html#worldOffset
Pathfinding.Examples.RTS.RTSWorldSpaceUI.items rtsworldspaceui.html#items
Pathfinding.Examples.RTS.RTSWorldSpaceUI.worldCamera rtsworldspaceui.html#worldCamera
Pathfinding.Examples.RTS.ResourceType rts.html#ResourceType
Pathfinding.Examples.RTS.SimpleAction.action simpleaction.html#action
Pathfinding.Examples.RTS.Status rts.html#Status
Pathfinding.Examples.RTS.Value.Bound value.html#Bound
Pathfinding.Examples.RTS.Value.binding value.html#binding
Pathfinding.Examples.RTS.Value.val value.html#val
Pathfinding.Examples.RTS.Value.value value.html#value
Pathfinding.Examples.RTSTiltInMovementDirection.accelerationFraction rtstiltinmovementdirection.html#accelerationFraction
Pathfinding.Examples.RTSTiltInMovementDirection.ai rtstiltinmovementdirection.html#ai
Pathfinding.Examples.RTSTiltInMovementDirection.amount rtstiltinmovementdirection.html#amount
Pathfinding.Examples.RTSTiltInMovementDirection.lastVelocity rtstiltinmovementdirection.html#lastVelocity
Pathfinding.Examples.RTSTiltInMovementDirection.motorSound rtstiltinmovementdirection.html#motorSound
Pathfinding.Examples.RTSTiltInMovementDirection.smoothAcceleration rtstiltinmovementdirection.html#smoothAcceleration
Pathfinding.Examples.RTSTiltInMovementDirection.soundAdjustmentSpeed rtstiltinmovementdirection.html#soundAdjustmentSpeed
Pathfinding.Examples.RTSTiltInMovementDirection.soundGain rtstiltinmovementdirection.html#soundGain
Pathfinding.Examples.RTSTiltInMovementDirection.soundIdleVolume rtstiltinmovementdirection.html#soundIdleVolume
Pathfinding.Examples.RTSTiltInMovementDirection.soundPitchGain rtstiltinmovementdirection.html#soundPitchGain
Pathfinding.Examples.RTSTiltInMovementDirection.speed rtstiltinmovementdirection.html#speed
Pathfinding.Examples.RTSTiltInMovementDirection.target rtstiltinmovementdirection.html#target
Pathfinding.Examples.RVOAgentPlacer.agents rvoagentplacer.html#agents
Pathfinding.Examples.RVOAgentPlacer.goalOffset rvoagentplacer.html#goalOffset
Pathfinding.Examples.RVOAgentPlacer.mask rvoagentplacer.html#mask
Pathfinding.Examples.RVOAgentPlacer.prefab rvoagentplacer.html#prefab
Pathfinding.Examples.RVOAgentPlacer.rad2Deg rvoagentplacer.html#rad2Deg
Pathfinding.Examples.RVOAgentPlacer.repathRate rvoagentplacer.html#repathRate
Pathfinding.Examples.RVOAgentPlacer.ringSize rvoagentplacer.html#ringSize
Pathfinding.Examples.RVOExampleAgent.canSearchAgain rvoexampleagent.html#canSearchAgain
Pathfinding.Examples.RVOExampleAgent.controller rvoexampleagent.html#controller
Pathfinding.Examples.RVOExampleAgent.groundMask rvoexampleagent.html#groundMask
Pathfinding.Examples.RVOExampleAgent.maxSpeed rvoexampleagent.html#maxSpeed
Pathfinding.Examples.RVOExampleAgent.moveNextDist rvoexampleagent.html#moveNextDist
Pathfinding.Examples.RVOExampleAgent.nextRepath rvoexampleagent.html#nextRepath
Pathfinding.Examples.RVOExampleAgent.path rvoexampleagent.html#path
Pathfinding.Examples.RVOExampleAgent.rends rvoexampleagent.html#rends
Pathfinding.Examples.RVOExampleAgent.repathRate rvoexampleagent.html#repathRate
Pathfinding.Examples.RVOExampleAgent.seeker rvoexampleagent.html#seeker
Pathfinding.Examples.RVOExampleAgent.slowdownDistance rvoexampleagent.html#slowdownDistance
Pathfinding.Examples.RVOExampleAgent.target rvoexampleagent.html#target
Pathfinding.Examples.RVOExampleAgent.vectorPath rvoexampleagent.html#vectorPath
Pathfinding.Examples.RVOExampleAgent.wp rvoexampleagent.html#wp
Pathfinding.Examples.SmoothCameraFollow.damping smoothcamerafollow.html#damping
Pathfinding.Examples.SmoothCameraFollow.distance smoothcamerafollow.html#distance
Pathfinding.Examples.SmoothCameraFollow.enableRotation smoothcamerafollow.html#enableRotation
Pathfinding.Examples.SmoothCameraFollow.height smoothcamerafollow.html#height
Pathfinding.Examples.SmoothCameraFollow.rotationDamping smoothcamerafollow.html#rotationDamping
Pathfinding.Examples.SmoothCameraFollow.smoothRotation smoothcamerafollow.html#smoothRotation
Pathfinding.Examples.SmoothCameraFollow.staticOffset smoothcamerafollow.html#staticOffset
Pathfinding.Examples.SmoothCameraFollow.target smoothcamerafollow.html#target
Pathfinding.Examples.TurnBasedAI.blockManager turnbasedai.html#blockManager
Pathfinding.Examples.TurnBasedAI.blocker turnbasedai.html#blocker
Pathfinding.Examples.TurnBasedAI.movementPoints turnbasedai.html#movementPoints
Pathfinding.Examples.TurnBasedAI.targetNode turnbasedai.html#targetNode
Pathfinding.Examples.TurnBasedAI.traversalProvider turnbasedai.html#traversalProvider
Pathfinding.Examples.TurnBasedDoor.animator turnbaseddoor.html#animator
Pathfinding.Examples.TurnBasedDoor.blocker turnbaseddoor.html#blocker
Pathfinding.Examples.TurnBasedDoor.open turnbaseddoor.html#open
Pathfinding.Examples.TurnBasedManager.State turnbasedmanager.html#State
Pathfinding.Examples.TurnBasedManager.eventSystem turnbasedmanager.html#eventSystem
Pathfinding.Examples.TurnBasedManager.layerMask turnbasedmanager.html#layerMask
Pathfinding.Examples.TurnBasedManager.movementSpeed turnbasedmanager.html#movementSpeed
Pathfinding.Examples.TurnBasedManager.nodePrefab turnbasedmanager.html#nodePrefab
Pathfinding.Examples.TurnBasedManager.possibleMoves turnbasedmanager.html#possibleMoves
Pathfinding.Examples.TurnBasedManager.selected turnbasedmanager.html#selected
Pathfinding.Examples.TurnBasedManager.state turnbasedmanager.html#state
Pathfinding.FadeArea.animationSpeed fadearea.html#animationSpeed
Pathfinding.FadeArea.areaStyle fadearea.html#areaStyle
Pathfinding.FadeArea.editor fadearea.html#editor
Pathfinding.FadeArea.fancyEffects fadearea.html#fancyEffects Animate dropdowns when they open and close.
Pathfinding.FadeArea.labelStyle fadearea.html#labelStyle
Pathfinding.FadeArea.lastRect fadearea.html#lastRect
Pathfinding.FadeArea.lastUpdate fadearea.html#lastUpdate
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.
Pathfinding.FadeArea.value fadearea.html#value
Pathfinding.FadeArea.visible fadearea.html#visible
Pathfinding.FakeTransform.position faketransform.html#position
Pathfinding.FakeTransform.rotation faketransform.html#rotation
Pathfinding.FloodPath.TemporaryNodeBit floodpath.html#TemporaryNodeBit
Pathfinding.FloodPath.originalStartPoint floodpath.html#originalStartPoint
Pathfinding.FloodPath.parents floodpath.html#parents
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.
Pathfinding.FloodPath.startNode floodpath.html#startNode
Pathfinding.FloodPath.startPoint floodpath.html#startPoint
Pathfinding.FloodPath.validationHash floodpath.html#validationHash
Pathfinding.FloodPathConstraint.path floodpathconstraint.html#path
Pathfinding.FloodPathTracer.flood floodpathtracer.html#flood Reference to the FloodPath which searched the path originally.
Pathfinding.FloodPathTracer.hasEndPoint floodpathtracer.html#hasEndPoint
Pathfinding.FollowerEntity.FollowerEntityMigrations followerentity.html#FollowerEntityMigrations
Pathfinding.FollowerEntity.ShapeGizmoColor followerentity.html#ShapeGizmoColor
Pathfinding.FollowerEntity.achetypeWorld followerentity.html#achetypeWorld
Pathfinding.FollowerEntity.agentCylinderShapeAccessRO followerentity.html#agentCylinderShapeAccessRO
Pathfinding.FollowerEntity.agentCylinderShapeAccessRW followerentity.html#agentCylinderShapeAccessRW
Pathfinding.FollowerEntity.agentOffMeshLinkTraversalRO followerentity.html#agentOffMeshLinkTraversalRO
Pathfinding.FollowerEntity.archetype followerentity.html#archetype
Pathfinding.FollowerEntity.autoRepath followerentity.html#autoRepath Policy for when the agent recalculates its path. \n\n[more in online documentation]
Pathfinding.FollowerEntity.autoRepathBacking followerentity.html#autoRepathBacking
Pathfinding.FollowerEntity.autoRepathPolicyRW followerentity.html#autoRepathPolicyRW
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]
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]
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.
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]
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]
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]
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\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>\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]
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]
Pathfinding.FollowerEntity.destinationPointAccessRO followerentity.html#destinationPointAccessRO
Pathfinding.FollowerEntity.destinationPointAccessRW followerentity.html#destinationPointAccessRW
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]
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]
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]
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.
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]
Pathfinding.FollowerEntity.entityStorageCache followerentity.html#entityStorageCache
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.
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.
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.
Pathfinding.FollowerEntity.indicesScratch followerentity.html#indicesScratch
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.
Pathfinding.FollowerEntity.isTraversingOffMeshLink followerentity.html#isTraversingOffMeshLink True if the agent is currently traversing an off-mesh link. \n\n[more in online documentation]
Pathfinding.FollowerEntity.localTransformAccessRO followerentity.html#localTransformAccessRO
Pathfinding.FollowerEntity.localTransformAccessRW followerentity.html#localTransformAccessRW
Pathfinding.FollowerEntity.managedState followerentity.html#managedState
Pathfinding.FollowerEntity.managedStateAccessRO followerentity.html#managedStateAccessRO
Pathfinding.FollowerEntity.managedStateAccessRW followerentity.html#managedStateAccessRW
Pathfinding.FollowerEntity.maxSpeed followerentity.html#maxSpeed Max speed in world units per second.
Pathfinding.FollowerEntity.movement followerentity.html#movement
Pathfinding.FollowerEntity.movementControlAccessRO followerentity.html#movementControlAccessRO
Pathfinding.FollowerEntity.movementControlAccessRW followerentity.html#movementControlAccessRW
Pathfinding.FollowerEntity.movementOutputAccessRW followerentity.html#movementOutputAccessRW
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]
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.
Pathfinding.FollowerEntity.movementPlaneAccessRO followerentity.html#movementPlaneAccessRO
Pathfinding.FollowerEntity.movementPlaneAccessRW followerentity.html#movementPlaneAccessRW
Pathfinding.FollowerEntity.movementPlaneSource followerentity.html#movementPlaneSource How to calculate which direction is "up" for the agent. \n\nIn almost all cases, you should use the <b>Graph</b> option. This will make the agent use the graph's natural "up" direction. However, if you are using a spherical world, or a world with some other strange shape, then you may want to use the NavmeshNormal or Raycast options.\n\n[more in online documentation]
Pathfinding.FollowerEntity.movementPlaneSourceBacking followerentity.html#movementPlaneSourceBacking
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]
Pathfinding.FollowerEntity.movementSettingsAccessRO followerentity.html#movementSettingsAccessRO
Pathfinding.FollowerEntity.movementSettingsAccessRW followerentity.html#movementSettingsAccessRW
Pathfinding.FollowerEntity.movementStateAccessRO followerentity.html#movementStateAccessRO
Pathfinding.FollowerEntity.movementStateAccessRW followerentity.html#movementStateAccessRW
Pathfinding.FollowerEntity.nextCornersScratch followerentity.html#nextCornersScratch
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]
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]
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]
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>
Pathfinding.FollowerEntity.orientationBacking followerentity.html#orientationBacking Determines which direction the agent moves in. \n\n[more in online documentation]
Pathfinding.FollowerEntity.pathPending followerentity.html#pathPending True if a path is currently being calculated.
Pathfinding.FollowerEntity.pathfindingSettings followerentity.html#pathfindingSettings Pathfinding settings.
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.
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]
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]
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]
Pathfinding.FollowerEntity.readyToTraverseOffMeshLinkRW followerentity.html#readyToTraverseOffMeshLinkRW
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]
Pathfinding.FollowerEntity.resolvedMovementAccessRO followerentity.html#resolvedMovementAccessRO
Pathfinding.FollowerEntity.resolvedMovementAccessRW followerentity.html#resolvedMovementAccessRW
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\nThis will return the agent's rotation even if updateRotation is false.\n\n[more in online documentation]
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.
Pathfinding.FollowerEntity.rvoSettings followerentity.html#rvoSettings Local avoidance settings.
Pathfinding.FollowerEntity.scratchReferenceCount followerentity.html#scratchReferenceCount
Pathfinding.FollowerEntity.shape followerentity.html#shape
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.
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]
Pathfinding.FollowerEntity.tr followerentity.html#tr Cached transform component.
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]
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\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]
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]
Pathfinding.FollowerEntityEditor.debug followerentityeditor.html#debug
Pathfinding.FollowerEntityEditor.tagPenaltiesOpen followerentityeditor.html#tagPenaltiesOpen
Pathfinding.Funnel.FunnelPortalIndexMask funnel.html#FunnelPortalIndexMask
Pathfinding.Funnel.FunnelPortals.left funnelportals.html#left
Pathfinding.Funnel.FunnelPortals.right funnelportals.html#right
Pathfinding.Funnel.FunnelState.leftFunnel funnelstate.html#leftFunnel Left side of the funnel.
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).
Pathfinding.Funnel.FunnelState.rightFunnel funnelstate.html#rightFunnel Right side of the funnel.
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.
Pathfinding.Funnel.PartType funnel.html#PartType The type of a PathPart.
Pathfinding.Funnel.PathPart.endIndex pathpart.html#endIndex Index of the last node in this part.
Pathfinding.Funnel.PathPart.endPoint pathpart.html#endPoint Exact end-point of this part or off-mesh link.
Pathfinding.Funnel.PathPart.startIndex pathpart.html#startIndex Index of the first node in this part.
Pathfinding.Funnel.PathPart.startPoint pathpart.html#startPoint Exact start-point of this part or off-mesh link.
Pathfinding.Funnel.PathPart.type pathpart.html#type If this is an off-mesh link or a sequence of nodes in a single graph.
Pathfinding.Funnel.RightSideBit funnel.html#RightSideBit
Pathfinding.FunnelModifier.FunnelQuality funnelmodifier.html#FunnelQuality
Pathfinding.FunnelModifier.Order funnelmodifier.html#Order
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.
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]
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]
Pathfinding.GUIUtilityx.colors guiutilityx.html#colors
Pathfinding.GlobalNodeStorage.DebugPathNode.fractionAlongEdge debugpathnode.html#fractionAlongEdge
Pathfinding.GlobalNodeStorage.DebugPathNode.g debugpathnode.html#g
Pathfinding.GlobalNodeStorage.DebugPathNode.h debugpathnode.html#h
Pathfinding.GlobalNodeStorage.DebugPathNode.parentIndex debugpathnode.html#parentIndex
Pathfinding.GlobalNodeStorage.DebugPathNode.pathID debugpathnode.html#pathID
Pathfinding.GlobalNodeStorage.IndexedStack.Count indexedstack.html#Count
Pathfinding.GlobalNodeStorage.IndexedStack.buffer indexedstack.html#buffer
Pathfinding.GlobalNodeStorage.JobAllocateNodes.allowBoundsChecks joballocatenodes2.html#allowBoundsChecks
Pathfinding.GlobalNodeStorage.JobAllocateNodes.count joballocatenodes2.html#count
Pathfinding.GlobalNodeStorage.JobAllocateNodes.createNode joballocatenodes2.html#createNode
Pathfinding.GlobalNodeStorage.JobAllocateNodes.nodeStorage joballocatenodes2.html#nodeStorage
Pathfinding.GlobalNodeStorage.JobAllocateNodes.result joballocatenodes2.html#result
Pathfinding.GlobalNodeStorage.JobAllocateNodes.variantsPerNode joballocatenodes2.html#variantsPerNode
Pathfinding.GlobalNodeStorage.MaxTemporaryNodes globalnodestorage.html#MaxTemporaryNodes
Pathfinding.GlobalNodeStorage.PathfindingThreadData.debugPathNodes pathfindingthreaddata.html#debugPathNodes
Pathfinding.GlobalNodeStorage.PathfindingThreadData.pathNodes pathfindingthreaddata.html#pathNodes
Pathfinding.GlobalNodeStorage.astar globalnodestorage.html#astar
Pathfinding.GlobalNodeStorage.destroyedNodesVersion globalnodestorage.html#destroyedNodesVersion Number of nodes that have been destroyed in total.
Pathfinding.GlobalNodeStorage.lastAllocationJob globalnodestorage.html#lastAllocationJob
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]
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).
Pathfinding.GlobalNodeStorage.nodes globalnodestorage.html#nodes Maps from NodeIndex to node.
Pathfinding.GlobalNodeStorage.pathfindingThreadData globalnodestorage.html#pathfindingThreadData
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
Pathfinding.GraphDebugMode pathfinding.html#GraphDebugMode How to visualize the graphs in the editor.
Pathfinding.GraphEditor.editor grapheditor.html#editor
Pathfinding.GraphEditor.fadeArea grapheditor.html#fadeArea Stores if the graph is visible or not in the inspector.
Pathfinding.GraphEditor.infoFadeArea grapheditor.html#infoFadeArea Stores if the graph info box is visible or not in the inspector.
Pathfinding.GraphEditorBase.target grapheditorbase.html#target NavGraph this editor is exposing.
Pathfinding.GraphHitInfo.distance graphhitinfo.html#distance Distance from origin to point.
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.
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.
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.
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.
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.
Pathfinding.GraphMask.everything graphmask.html#everything A mask containing every graph.
Pathfinding.GraphMask.value graphmask.html#value Bitmask representing the mask.
Pathfinding.GraphMaskDrawer.graphLabels graphmaskdrawer.html#graphLabels
Pathfinding.GraphModifier.EventType graphmodifier.html#EventType GraphModifier event type.
Pathfinding.GraphModifier.next graphmodifier.html#next
Pathfinding.GraphModifier.prev graphmodifier.html#prev
Pathfinding.GraphModifier.root graphmodifier.html#root All active graph modifiers.
Pathfinding.GraphModifier.uniqueID graphmodifier.html#uniqueID Unique persistent ID for this component, used for serialization.
Pathfinding.GraphModifier.usedIDs graphmodifier.html#usedIDs Maps persistent IDs to the component that uses it.
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]
Pathfinding.GraphNode.Destroyed graphnode.html#Destroyed
Pathfinding.GraphNode.DestroyedNodeIndex graphnode.html#DestroyedNodeIndex
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]
Pathfinding.GraphNode.FlagsGraphMask graphnode.html#FlagsGraphMask Mask of graph index bits. \n\n[more in online documentation]
Pathfinding.GraphNode.FlagsGraphOffset graphnode.html#FlagsGraphOffset Start of graph index bits. \n\n[more in online documentation]
Pathfinding.GraphNode.FlagsHierarchicalIndexOffset graphnode.html#FlagsHierarchicalIndexOffset Start of hierarchical node index bits. \n\n[more in online documentation]
Pathfinding.GraphNode.FlagsTagMask graphnode.html#FlagsTagMask Mask of tag bits. \n\n[more in online documentation]
Pathfinding.GraphNode.FlagsTagOffset graphnode.html#FlagsTagOffset Start of tag bits. \n\n[more in online documentation]
Pathfinding.GraphNode.FlagsWalkableMask graphnode.html#FlagsWalkableMask Mask of the walkable bit. \n\n[more in online documentation]
Pathfinding.GraphNode.FlagsWalkableOffset graphnode.html#FlagsWalkableOffset Position of the walkable bit. \n\n[more in online documentation]
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.
Pathfinding.GraphNode.GraphIndex graphnode.html#GraphIndex Graph which contains this node. \n\n[more in online documentation]
Pathfinding.GraphNode.HierarchicalDirtyMask graphnode.html#HierarchicalDirtyMask Mask of the IsHierarchicalNodeDirty bit. \n\n[more in online documentation]
Pathfinding.GraphNode.HierarchicalDirtyOffset graphnode.html#HierarchicalDirtyOffset Start of IsHierarchicalNodeDirty bits. \n\n[more in online documentation]
Pathfinding.GraphNode.HierarchicalIndexMask graphnode.html#HierarchicalIndexMask Mask of hierarchical node index bits. \n\n[more in online documentation]
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]
Pathfinding.GraphNode.InvalidGraphIndex graphnode.html#InvalidGraphIndex
Pathfinding.GraphNode.InvalidNodeIndex graphnode.html#InvalidNodeIndex
Pathfinding.GraphNode.IsHierarchicalNodeDirty graphnode.html#IsHierarchicalNodeDirty Some internal bookkeeping.
Pathfinding.GraphNode.MaxGraphIndex graphnode.html#MaxGraphIndex Max number of graphs-1.
Pathfinding.GraphNode.MaxHierarchicalNodeIndex graphnode.html#MaxHierarchicalNodeIndex
Pathfinding.GraphNode.MaxTagIndex graphnode.html#MaxTagIndex Max number of tags - 1. \n\nAlways a power of 2 minus one
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.
Pathfinding.GraphNode.NodeIndexMask graphnode.html#NodeIndexMask
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]
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]
Pathfinding.GraphNode.Tag graphnode.html#Tag Node tag. \n\n[more in online documentation]
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.
Pathfinding.GraphNode.TemporaryFlag1Mask graphnode.html#TemporaryFlag1Mask
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.
Pathfinding.GraphNode.TemporaryFlag2Mask graphnode.html#TemporaryFlag2Mask
Pathfinding.GraphNode.Walkable graphnode.html#Walkable True if the node is traversable. \n\n[more in online documentation]
Pathfinding.GraphNode.flags graphnode.html#flags Bitpacked field holding several pieces of data. \n\n[more in online documentation]
Pathfinding.GraphNode.nodeIndex graphnode.html#nodeIndex Internal unique index. \n\nAlso stores some bitpacked values such as TemporaryFlag1 and TemporaryFlag2.
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]
Pathfinding.GraphNode.position graphnode.html#position Position of the node in world space. \n\n[more in online documentation]
Pathfinding.GraphUpdateObject.GraphUpdateData.nodeIndices graphupdatedata.html#nodeIndices Node indices to update. \n\nRemaining nodes should be left alone.
Pathfinding.GraphUpdateObject.GraphUpdateData.nodePenalties graphupdatedata.html#nodePenalties
Pathfinding.GraphUpdateObject.GraphUpdateData.nodePositions graphupdatedata.html#nodePositions
Pathfinding.GraphUpdateObject.GraphUpdateData.nodeTags graphupdatedata.html#nodeTags
Pathfinding.GraphUpdateObject.GraphUpdateData.nodeWalkable graphupdatedata.html#nodeWalkable
Pathfinding.GraphUpdateObject.JobGraphUpdate.bounds jobgraphupdate.html#bounds
Pathfinding.GraphUpdateObject.JobGraphUpdate.data jobgraphupdate.html#data
Pathfinding.GraphUpdateObject.JobGraphUpdate.modifyTag jobgraphupdate.html#modifyTag
Pathfinding.GraphUpdateObject.JobGraphUpdate.modifyWalkability jobgraphupdate.html#modifyWalkability
Pathfinding.GraphUpdateObject.JobGraphUpdate.penaltyDelta jobgraphupdate.html#penaltyDelta
Pathfinding.GraphUpdateObject.JobGraphUpdate.shape jobgraphupdate.html#shape
Pathfinding.GraphUpdateObject.JobGraphUpdate.tagValue jobgraphupdate.html#tagValue
Pathfinding.GraphUpdateObject.JobGraphUpdate.walkabilityValue jobgraphupdate.html#walkabilityValue
Pathfinding.GraphUpdateObject.STAGE_ABORTED graphupdateobject.html#STAGE_ABORTED
Pathfinding.GraphUpdateObject.STAGE_APPLIED graphupdateobject.html#STAGE_APPLIED
Pathfinding.GraphUpdateObject.STAGE_CREATED graphupdateobject.html#STAGE_CREATED
Pathfinding.GraphUpdateObject.STAGE_PENDING graphupdateobject.html#STAGE_PENDING
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.
Pathfinding.GraphUpdateObject.bounds graphupdateobject.html#bounds The bounds to update nodes within. \n\nDefined in world space.
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.
Pathfinding.GraphUpdateObject.modifyTag graphupdateobject.html#modifyTag If true, all nodes' <b>tag</b> will be set to setTag.
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.
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]
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>
Pathfinding.GraphUpdateObject.setTag graphupdateobject.html#setTag If modifyTag is true, all nodes' <b>tag</b> will be set to this value.
Pathfinding.GraphUpdateObject.setWalkability graphupdateobject.html#setWalkability If modifyWalkability is true, the nodes' <b>walkable</b> variable will be set to this value.
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.
Pathfinding.GraphUpdateObject.stage graphupdateobject.html#stage Info about if a graph update has been applied or not.
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]
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]
Pathfinding.GraphUpdateObject.updatePhysics graphupdateobject.html#updatePhysics Use physics checks to update nodes. \n\nWhen updating a grid graph and this is true, the nodes' position and walkability will be updated using physics checks with settings from "Collision Testing" and "Height Testing".\n\nWhen updating a PointGraph, setting this to true will make it re-evaluate all connections in the graph which passes through the bounds.\n\nThis has no effect when updating GridGraphs if modifyWalkability is turned on. You should not combine updatePhysics and modifyWalkability.\n\nOn RecastGraphs, having this enabled will trigger a complete recalculation of all tiles intersecting the bounds. This is quite slow (but powerful). If you only want to update e.g penalty on existing nodes, leave it disabled.
Pathfinding.GraphUpdateProcessor.IsAnyGraphUpdateInProgress graphupdateprocessor.html#IsAnyGraphUpdateInProgress Returns if any graph updates are in progress.
Pathfinding.GraphUpdateProcessor.IsAnyGraphUpdateQueued graphupdateprocessor.html#IsAnyGraphUpdateQueued Returns if any graph updates are waiting to be applied.
Pathfinding.GraphUpdateProcessor.MarkerApply graphupdateprocessor.html#MarkerApply
Pathfinding.GraphUpdateProcessor.MarkerCalculate graphupdateprocessor.html#MarkerCalculate
Pathfinding.GraphUpdateProcessor.MarkerSleep graphupdateprocessor.html#MarkerSleep
Pathfinding.GraphUpdateProcessor.anyGraphUpdateInProgress graphupdateprocessor.html#anyGraphUpdateInProgress Used for IsAnyGraphUpdateInProgress.
Pathfinding.GraphUpdateProcessor.astar graphupdateprocessor.html#astar Holds graphs that can be updated.
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]
Pathfinding.GraphUpdateProcessor.pendingGraphUpdates graphupdateprocessor.html#pendingGraphUpdates
Pathfinding.GraphUpdateProcessor.pendingPromises graphupdateprocessor.html#pendingPromises
Pathfinding.GraphUpdateScene.GizmoColorSelected graphupdatescene.html#GizmoColorSelected
Pathfinding.GraphUpdateScene.GizmoColorUnselected graphupdatescene.html#GizmoColorUnselected
Pathfinding.GraphUpdateScene.applyOnScan graphupdatescene.html#applyOnScan Apply this graph update object whenever a graph is rescanned.
Pathfinding.GraphUpdateScene.applyOnStart graphupdatescene.html#applyOnStart Apply this graph update object on start.
Pathfinding.GraphUpdateScene.convex graphupdatescene.html#convex Use the convex hull of the points instead of the original polygon. \n\n[more in online documentation]
Pathfinding.GraphUpdateScene.convexPoints graphupdatescene.html#convexPoints Private cached convex hull of the points.
Pathfinding.GraphUpdateScene.firstApplied graphupdatescene.html#firstApplied Has apply been called yet. \n\nUsed to prevent applying twice when both applyOnScan and applyOnStart are enabled
Pathfinding.GraphUpdateScene.legacyMode graphupdatescene.html#legacyMode Emulates behavior from before version 4.0.
Pathfinding.GraphUpdateScene.legacyUseWorldSpace graphupdatescene.html#legacyUseWorldSpace Use world space for coordinates. \n\nIf true, the shape will not follow when moving around the transform.
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.
Pathfinding.GraphUpdateScene.modifyTag graphupdatescene.html#modifyTag Should the tags of the nodes be modified. \n\nIf enabled, set all nodes' tags to setTag
Pathfinding.GraphUpdateScene.modifyWalkability graphupdatescene.html#modifyWalkability If true, then all affected nodes will be made walkable or unwalkable according to setWalkability.
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]
Pathfinding.GraphUpdateScene.points graphupdatescene.html#points Points which define the region to update.
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>
Pathfinding.GraphUpdateScene.setTag graphupdatescene.html#setTag If modifyTag is enabled, set all nodes' tags to this value.
Pathfinding.GraphUpdateScene.setTagCompatibility graphupdatescene.html#setTagCompatibility
Pathfinding.GraphUpdateScene.setTagInvert graphupdatescene.html#setTagInvert Private cached inversion of setTag. \n\nUsed for InvertSettings()
Pathfinding.GraphUpdateScene.setWalkability graphupdatescene.html#setWalkability Nodes will be made walkable or unwalkable according to this value if modifyWalkability is true.
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]
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).
Pathfinding.GraphUpdateSceneEditor.PointColor graphupdatesceneeditor.html#PointColor
Pathfinding.GraphUpdateSceneEditor.PointSelectedColor graphupdatesceneeditor.html#PointSelectedColor
Pathfinding.GraphUpdateSceneEditor.pointGizmosRadius graphupdatesceneeditor.html#pointGizmosRadius
Pathfinding.GraphUpdateSceneEditor.scripts graphupdatesceneeditor.html#scripts
Pathfinding.GraphUpdateSceneEditor.selectedPoint graphupdatesceneeditor.html#selectedPoint
Pathfinding.GraphUpdateShape.BurstShape.Everything burstshape.html#Everything Shape that contains everything.
Pathfinding.GraphUpdateShape.BurstShape.containsEverything burstshape.html#containsEverything
Pathfinding.GraphUpdateShape.BurstShape.forward burstshape.html#forward
Pathfinding.GraphUpdateShape.BurstShape.origin burstshape.html#origin
Pathfinding.GraphUpdateShape.BurstShape.points burstshape.html#points
Pathfinding.GraphUpdateShape.BurstShape.right burstshape.html#right
Pathfinding.GraphUpdateShape._convex graphupdateshape.html#_convex
Pathfinding.GraphUpdateShape._convexPoints graphupdateshape.html#_convexPoints
Pathfinding.GraphUpdateShape._points graphupdateshape.html#_points
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.
Pathfinding.GraphUpdateShape.forward graphupdateshape.html#forward
Pathfinding.GraphUpdateShape.minimumHeight graphupdateshape.html#minimumHeight
Pathfinding.GraphUpdateShape.origin graphupdateshape.html#origin
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
Pathfinding.GraphUpdateShape.right graphupdateshape.html#right
Pathfinding.GraphUpdateShape.up graphupdateshape.html#up
Pathfinding.GraphUpdateStage pathfinding.html#GraphUpdateStage Info about if a graph update has been applied or not.
Pathfinding.GraphUpdateThreading pathfinding.html#GraphUpdateThreading
Pathfinding.Graphs.Grid.ColliderType grid.html#ColliderType Determines collision check shape. \n\n[more in online documentation]
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.
Pathfinding.Graphs.Grid.GraphCollision.collisionCheck graphcollision.html#collisionCheck Toggle collision check.
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.
Pathfinding.Graphs.Grid.GraphCollision.contactFilter graphcollision.html#contactFilter Used for 2D collision queries.
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>
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.
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]
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]
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>
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]
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.
Pathfinding.Graphs.Grid.GraphCollision.heightMask graphcollision.html#heightMask Layers to be included in the height check.
Pathfinding.Graphs.Grid.GraphCollision.hitBuffer graphcollision.html#hitBuffer Internal buffer used by CheckHeightAll.
Pathfinding.Graphs.Grid.GraphCollision.mask graphcollision.html#mask Layers to be treated as obstacles.
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]
Pathfinding.Graphs.Grid.GraphCollision.thickRaycast graphcollision.html#thickRaycast Toggles thick raycast. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GraphCollision.thickRaycastDiameter graphcollision.html#thickRaycastDiameter Diameter of the thick raycast in nodes. \n\n1 equals nodeSize
Pathfinding.Graphs.Grid.GraphCollision.type graphcollision.html#type Collision shape to use. \n\n[more in online documentation]
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.
Pathfinding.Graphs.Grid.GraphCollision.up graphcollision.html#up Direction to use as <b>UP</b>. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GraphCollision.upheight graphcollision.html#upheight up * height. \n\n[more in online documentation]
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]
Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodePositions lightreader.html#nodePositions
Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodeWalkable lightreader.html#nodeWalkable
Pathfinding.Graphs.Grid.GridGraphNodeData.LightReader.nodes lightreader.html#nodes
Pathfinding.Graphs.Grid.GridGraphNodeData.allocationMethod gridgraphnodedata.html#allocationMethod
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)
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
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.
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.
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
Pathfinding.Graphs.Grid.GridGraphNodeData.numNodes gridgraphnodedata.html#numNodes
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
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
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
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
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
Pathfinding.Graphs.Grid.GridGraphScanData.bounds gridgraphscandata.html#bounds Bounds of the data arrays. \n\n[more in online documentation]
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.
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]
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.
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]
Pathfinding.Graphs.Grid.GridGraphScanData.nodeConnections gridgraphscandata.html#nodeConnections Node connections. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodeNormals gridgraphscandata.html#nodeNormals Node normals. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodePenalties gridgraphscandata.html#nodePenalties Node penalties. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodePositions gridgraphscandata.html#nodePositions Node positions. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodeTags gridgraphscandata.html#nodeTags Node tags. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodeWalkable gridgraphscandata.html#nodeWalkable Node walkability. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodeWalkableWithErosion gridgraphscandata.html#nodeWalkableWithErosion Node walkability with erosion. \n\n[more in online documentation]
Pathfinding.Graphs.Grid.GridGraphScanData.nodes gridgraphscandata.html#nodes Data for all nodes in the graph update that is being calculated.
Pathfinding.Graphs.Grid.GridGraphScanData.transform gridgraphscandata.html#transform Transforms graph-space to world space.
Pathfinding.Graphs.Grid.GridGraphScanData.up gridgraphscandata.html#up The up direction of the graph, in world space.
Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.active joballocatenodes.html#active
Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.dataBounds joballocatenodes.html#dataBounds
Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.newGridNodeDelegate joballocatenodes.html#newGridNodeDelegate
Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodeArrayBounds joballocatenodes.html#nodeArrayBounds
Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodeNormals joballocatenodes.html#nodeNormals
Pathfinding.Graphs.Grid.Jobs.JobAllocateNodes.nodes joballocatenodes.html#nodes
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.allowBoundsChecks jobcalculategridconnections.html#allowBoundsChecks
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.arrayBounds jobcalculategridconnections.html#arrayBounds
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.bounds jobcalculategridconnections.html#bounds
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.characterHeight jobcalculategridconnections.html#characterHeight
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.cutCorners jobcalculategridconnections.html#cutCorners
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.layeredDataLayout jobcalculategridconnections.html#layeredDataLayout
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.maxStepHeight jobcalculategridconnections.html#maxStepHeight
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.maxStepUsesSlope jobcalculategridconnections.html#maxStepUsesSlope
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.neighbours jobcalculategridconnections.html#neighbours
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeConnections jobcalculategridconnections.html#nodeConnections All bitpacked node connections.
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeNormals jobcalculategridconnections.html#nodeNormals
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodePositions jobcalculategridconnections.html#nodePositions
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.nodeWalkable jobcalculategridconnections.html#nodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.up jobcalculategridconnections.html#up Normalized up direction.
Pathfinding.Graphs.Grid.Jobs.JobCalculateGridConnections.use2D jobcalculategridconnections.html#use2D
Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.collision jobcheckcollisions.html#collision
Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.collisionResult jobcheckcollisions.html#collisionResult
Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.nodePositions jobcheckcollisions.html#nodePositions
Pathfinding.Graphs.Grid.Jobs.JobCheckCollisions.startIndex jobcheckcollisions.html#startIndex
Pathfinding.Graphs.Grid.Jobs.JobColliderHitsToBooleans.hits jobcolliderhitstobooleans.html#hits
Pathfinding.Graphs.Grid.Jobs.JobColliderHitsToBooleans.result jobcolliderhitstobooleans.html#result
Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.bounds jobcopybuffers.html#bounds
Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.copyPenaltyAndTags jobcopybuffers.html#copyPenaltyAndTags
Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.input jobcopybuffers.html#input
Pathfinding.Graphs.Grid.Jobs.JobCopyBuffers.output jobcopybuffers.html#output
Pathfinding.Graphs.Grid.Jobs.JobErosion.bounds joberosion.html#bounds
Pathfinding.Graphs.Grid.Jobs.JobErosion.erosion joberosion.html#erosion
Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionStartTag joberosion.html#erosionStartTag
Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionTagsPrecedenceMask joberosion.html#erosionTagsPrecedenceMask
Pathfinding.Graphs.Grid.Jobs.JobErosion.erosionUsesTags joberosion.html#erosionUsesTags
Pathfinding.Graphs.Grid.Jobs.JobErosion.hexagonNeighbourIndices joberosion.html#hexagonNeighbourIndices
Pathfinding.Graphs.Grid.Jobs.JobErosion.neighbours joberosion.html#neighbours
Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeConnections joberosion.html#nodeConnections
Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeTags joberosion.html#nodeTags
Pathfinding.Graphs.Grid.Jobs.JobErosion.nodeWalkable joberosion.html#nodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobErosion.outNodeWalkable joberosion.html#outNodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobErosion.writeMask joberosion.html#writeMask
Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.allowBoundsChecks jobfilterdiagonalconnections.html#allowBoundsChecks
Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.cutCorners jobfilterdiagonalconnections.html#cutCorners
Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.neighbours jobfilterdiagonalconnections.html#neighbours
Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.nodeConnections jobfilterdiagonalconnections.html#nodeConnections All bitpacked node connections.
Pathfinding.Graphs.Grid.Jobs.JobFilterDiagonalConnections.slice jobfilterdiagonalconnections.html#slice
Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.hit1 jobmergeraycastcollisionhits.html#hit1
Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.hit2 jobmergeraycastcollisionhits.html#hit2
Pathfinding.Graphs.Grid.Jobs.JobMergeRaycastCollisionHits.result jobmergeraycastcollisionhits.html#result
Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.bounds jobnodegridlayout.html#bounds
Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.graphToWorld jobnodegridlayout.html#graphToWorld
Pathfinding.Graphs.Grid.Jobs.JobNodeGridLayout.nodePositions jobnodegridlayout.html#nodePositions
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.
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.layerStride jobnodewalkability.html#layerStride Number of nodes in each layer.
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.maxSlope jobnodewalkability.html#maxSlope Max slope in degrees.
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodeNormals jobnodewalkability.html#nodeNormals
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodePositions jobnodewalkability.html#nodePositions
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.nodeWalkable jobnodewalkability.html#nodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.unwalkableWhenNoGround jobnodewalkability.html#unwalkableWhenNoGround If true, nodes will be made unwalkable if no ground was found under them.
Pathfinding.Graphs.Grid.Jobs.JobNodeWalkability.up jobnodewalkability.html#up Normalized up direction of the graph.
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.
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.commands jobpreparecapsulecommands.html#commands
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.direction jobpreparecapsulecommands.html#direction
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.mask jobpreparecapsulecommands.html#mask
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.originOffset jobpreparecapsulecommands.html#originOffset
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.origins jobpreparecapsulecommands.html#origins
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.physicsScene jobpreparecapsulecommands.html#physicsScene
Pathfinding.Graphs.Grid.Jobs.JobPrepareCapsuleCommands.radius jobpreparecapsulecommands.html#radius
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.bounds jobpreparegridraycast.html#bounds
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.graphToWorld jobpreparegridraycast.html#graphToWorld
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.physicsScene jobpreparegridraycast.html#physicsScene
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastCommands jobpreparegridraycast.html#raycastCommands
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastDirection jobpreparegridraycast.html#raycastDirection
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastMask jobpreparegridraycast.html#raycastMask
Pathfinding.Graphs.Grid.Jobs.JobPrepareGridRaycast.raycastOffset jobpreparegridraycast.html#raycastOffset
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.direction jobprepareraycasts.html#direction
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.distance jobprepareraycasts.html#distance
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.mask jobprepareraycasts.html#mask
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.originOffset jobprepareraycasts.html#originOffset
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.origins jobprepareraycasts.html#origins
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.physicsScene jobprepareraycasts.html#physicsScene
Pathfinding.Graphs.Grid.Jobs.JobPrepareRaycasts.raycastCommands jobprepareraycasts.html#raycastCommands
Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.commands jobpreparespherecommands.html#commands
Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.mask jobpreparespherecommands.html#mask
Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.originOffset jobpreparespherecommands.html#originOffset
Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.origins jobpreparespherecommands.html#origins
Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.physicsScene jobpreparespherecommands.html#physicsScene
Pathfinding.Graphs.Grid.Jobs.JobPrepareSphereCommands.radius jobpreparespherecommands.html#radius
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeConnections reader.html#nodeConnections
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodePenalties reader.html#nodePenalties
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodePositions reader.html#nodePositions
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeTags reader.html#nodeTags
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeWalkable reader.html#nodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodeWalkableWithErosion reader.html#nodeWalkableWithErosion
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.Reader.nodes reader.html#nodes
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.allowBoundsChecks jobreadnodedata.html#allowBoundsChecks
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.graphIndex jobreadnodedata.html#graphIndex
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeConnections jobreadnodedata.html#nodeConnections
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodePenalties jobreadnodedata.html#nodePenalties
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodePositions jobreadnodedata.html#nodePositions
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeTags jobreadnodedata.html#nodeTags
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeWalkable jobreadnodedata.html#nodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodeWalkableWithErosion jobreadnodedata.html#nodeWalkableWithErosion
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.nodesHandle jobreadnodedata.html#nodesHandle
Pathfinding.Graphs.Grid.Jobs.JobReadNodeData.slice jobreadnodedata.html#slice
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.allowBoundsChecks jobwritenodedata.html#allowBoundsChecks
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.dataBounds jobwritenodedata.html#dataBounds
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.graphIndex jobwritenodedata.html#graphIndex
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeArrayBounds jobwritenodedata.html#nodeArrayBounds (width, depth) of the array that the nodesHandle refers to
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeConnections jobwritenodedata.html#nodeConnections
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodePenalties jobwritenodedata.html#nodePenalties
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodePositions jobwritenodedata.html#nodePositions
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeTags jobwritenodedata.html#nodeTags
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeWalkable jobwritenodedata.html#nodeWalkable
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodeWalkableWithErosion jobwritenodedata.html#nodeWalkableWithErosion
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.nodesHandle jobwritenodedata.html#nodesHandle
Pathfinding.Graphs.Grid.Jobs.JobWriteNodeData.writeMask jobwritenodedata.html#writeMask
Pathfinding.Graphs.Grid.RayDirection grid.html#RayDirection Determines collision check ray direction.
Pathfinding.Graphs.Grid.Rules.CustomGridGraphRuleEditorAttribute.name customgridgraphruleeditorattribute.html#name
Pathfinding.Graphs.Grid.Rules.CustomGridGraphRuleEditorAttribute.type customgridgraphruleeditorattribute.html#type
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.
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.
Pathfinding.Graphs.Grid.Rules.GridGraphRule.dirty gridgraphrule.html#dirty
Pathfinding.Graphs.Grid.Rules.GridGraphRule.enabled gridgraphrule.html#enabled Only enabled rules are executed.
Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.data context2.html#data Data for all the nodes as NativeArrays.
Pathfinding.Graphs.Grid.Rules.GridGraphRules.Context.graph context2.html#graph Graph which is being scanned or updated.
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.
Pathfinding.Graphs.Grid.Rules.GridGraphRules.jobSystemCallbacks gridgraphrules.html#jobSystemCallbacks
Pathfinding.Graphs.Grid.Rules.GridGraphRules.lastHash gridgraphrules.html#lastHash
Pathfinding.Graphs.Grid.Rules.GridGraphRules.mainThreadCallbacks gridgraphrules.html#mainThreadCallbacks
Pathfinding.Graphs.Grid.Rules.GridGraphRules.rules gridgraphrules.html#rules List of all rules.
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.angleToPenalty jobpenaltyangle.html#angleToPenalty
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.nodeNormals jobpenaltyangle.html#nodeNormals
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.penalty jobpenaltyangle.html#penalty
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.JobPenaltyAngle.up jobpenaltyangle.html#up
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.angleToPenalty ruleanglepenalty.html#angleToPenalty
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.curve ruleanglepenalty.html#curve
Pathfinding.Graphs.Grid.Rules.RuleAnglePenalty.penaltyScale ruleanglepenalty.html#penaltyScale
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.elevationToPenalty jobelevationpenalty.html#elevationToPenalty
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.nodePositions jobelevationpenalty.html#nodePositions
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.penalty jobelevationpenalty.html#penalty
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.JobElevationPenalty.worldToGraph jobelevationpenalty.html#worldToGraph
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.curve ruleelevationpenalty.html#curve
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.elevationRange ruleelevationpenalty.html#elevationRange
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.elevationToPenalty ruleelevationpenalty.html#elevationToPenalty
Pathfinding.Graphs.Grid.Rules.RuleElevationPenalty.penaltyScale ruleelevationpenalty.html#penaltyScale
Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.action perlayerrule.html#action The action to apply to matching nodes.
Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.PerLayerRule.layer perlayerrule.html#layer Layer this rule applies to.
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
Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.RuleAction ruleperlayermodifications.html#RuleAction
Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.SetTagBit ruleperlayermodifications.html#SetTagBit
Pathfinding.Graphs.Grid.Rules.RulePerLayerModifications.layerRules ruleperlayermodifications.html#layerRules
Pathfinding.Graphs.Grid.Rules.RuleTexture.ChannelUse ruletexture.html#ChannelUse
Pathfinding.Graphs.Grid.Rules.RuleTexture.Hash ruletexture.html#Hash
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.bounds jobtexturepenalty.html#bounds
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.channelDeterminesWalkability jobtexturepenalty.html#channelDeterminesWalkability
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.channelPenalties jobtexturepenalty.html#channelPenalties
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.colorData jobtexturepenalty.html#colorData
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.colorDataSize jobtexturepenalty.html#colorDataSize
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.nodeNormals jobtexturepenalty.html#nodeNormals
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.penalty jobtexturepenalty.html#penalty
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.scale jobtexturepenalty.html#scale
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePenalty.walkable jobtexturepenalty.html#walkable
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.bounds jobtextureposition.html#bounds
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.channelPositionScale jobtextureposition.html#channelPositionScale
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.colorData jobtextureposition.html#colorData
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.colorDataSize jobtextureposition.html#colorDataSize
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.graphToWorld jobtextureposition.html#graphToWorld
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.nodeNormals jobtextureposition.html#nodeNormals
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.nodePositions jobtextureposition.html#nodePositions
Pathfinding.Graphs.Grid.Rules.RuleTexture.JobTexturePosition.scale jobtextureposition.html#scale
Pathfinding.Graphs.Grid.Rules.RuleTexture.ScalingMode ruletexture.html#ScalingMode
Pathfinding.Graphs.Grid.Rules.RuleTexture.channelScales ruletexture.html#channelScales
Pathfinding.Graphs.Grid.Rules.RuleTexture.channels ruletexture.html#channels
Pathfinding.Graphs.Grid.Rules.RuleTexture.colors ruletexture.html#colors
Pathfinding.Graphs.Grid.Rules.RuleTexture.nodesPerPixel ruletexture.html#nodesPerPixel
Pathfinding.Graphs.Grid.Rules.RuleTexture.scalingMode ruletexture.html#scalingMode
Pathfinding.Graphs.Grid.Rules.RuleTexture.texture ruletexture.html#texture
Pathfinding.Graphs.Navmesh.AABBTree.AABBComparer.dim aabbcomparer.html#dim
Pathfinding.Graphs.Navmesh.AABBTree.AABBComparer.nodes aabbcomparer.html#nodes
Pathfinding.Graphs.Navmesh.AABBTree.Key.isValid key.html#isValid
Pathfinding.Graphs.Navmesh.AABBTree.Key.node key.html#node
Pathfinding.Graphs.Navmesh.AABBTree.Key.value key.html#value
Pathfinding.Graphs.Navmesh.AABBTree.NoNode aabbtree.html#NoNode
Pathfinding.Graphs.Navmesh.AABBTree.Node.AllocatedBit node2.html#AllocatedBit
Pathfinding.Graphs.Navmesh.AABBTree.Node.InvalidParent node2.html#InvalidParent
Pathfinding.Graphs.Navmesh.AABBTree.Node.ParentMask node2.html#ParentMask
Pathfinding.Graphs.Navmesh.AABBTree.Node.TagInsideBit node2.html#TagInsideBit
Pathfinding.Graphs.Navmesh.AABBTree.Node.TagPartiallyInsideBit node2.html#TagPartiallyInsideBit
Pathfinding.Graphs.Navmesh.AABBTree.Node.bounds node2.html#bounds
Pathfinding.Graphs.Navmesh.AABBTree.Node.flags node2.html#flags
Pathfinding.Graphs.Navmesh.AABBTree.Node.isAllocated node2.html#isAllocated
Pathfinding.Graphs.Navmesh.AABBTree.Node.isLeaf node2.html#isLeaf
Pathfinding.Graphs.Navmesh.AABBTree.Node.left node2.html#left
Pathfinding.Graphs.Navmesh.AABBTree.Node.parent node2.html#parent
Pathfinding.Graphs.Navmesh.AABBTree.Node.right node2.html#right
Pathfinding.Graphs.Navmesh.AABBTree.Node.subtreePartiallyTagged node2.html#subtreePartiallyTagged
Pathfinding.Graphs.Navmesh.AABBTree.Node.value node2.html#value
Pathfinding.Graphs.Navmesh.AABBTree.Node.wholeSubtreeTagged node2.html#wholeSubtreeTagged
Pathfinding.Graphs.Navmesh.AABBTree.freeNodes aabbtree.html#freeNodes
Pathfinding.Graphs.Navmesh.AABBTree.nodes aabbtree.html#nodes
Pathfinding.Graphs.Navmesh.AABBTree.rebuildCounter aabbtree.html#rebuildCounter
Pathfinding.Graphs.Navmesh.AABBTree.root aabbtree.html#root
Pathfinding.Graphs.Navmesh.AABBTree.this[Key key] aabbtree.html#thisKeykey User data for a node in the tree.
Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.IsLeaf bbtreebox.html#IsLeaf
Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.left bbtreebox.html#left
Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.nodeOffset bbtreebox.html#nodeOffset
Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.rect bbtreebox.html#rect
Pathfinding.Graphs.Navmesh.BBTree.BBTreeBox.right bbtreebox.html#right
Pathfinding.Graphs.Navmesh.BBTree.CloseNode.closestPointOnNode closenode.html#closestPointOnNode
Pathfinding.Graphs.Navmesh.BBTree.CloseNode.distanceSq closenode.html#distanceSq
Pathfinding.Graphs.Navmesh.BBTree.CloseNode.node closenode.html#node
Pathfinding.Graphs.Navmesh.BBTree.CloseNode.tieBreakingDistance closenode.html#tieBreakingDistance
Pathfinding.Graphs.Navmesh.BBTree.DistanceMetric bbtree.html#DistanceMetric
Pathfinding.Graphs.Navmesh.BBTree.MAX_TREE_HEIGHT bbtree.html#MAX_TREE_HEIGHT
Pathfinding.Graphs.Navmesh.BBTree.MaximumLeafSize bbtree.html#MaximumLeafSize
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.BoxWithDist.distSqr boxwithdist.html#distSqr
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.BoxWithDist.index boxwithdist.html#index
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.Current nearbynodesiterator.html#Current
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.current nearbynodesiterator.html#current
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.distanceThresholdSqr nearbynodesiterator.html#distanceThresholdSqr
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.indexInLeaf nearbynodesiterator.html#indexInLeaf
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.nodes nearbynodesiterator.html#nodes
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.point nearbynodesiterator.html#point
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.projection nearbynodesiterator.html#projection
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.stack nearbynodesiterator.html#stack
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.stackSize nearbynodesiterator.html#stackSize
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.tieBreakingDistanceThreshold nearbynodesiterator.html#tieBreakingDistanceThreshold
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.tree nearbynodesiterator.html#tree
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.triangles nearbynodesiterator.html#triangles
Pathfinding.Graphs.Navmesh.BBTree.NearbyNodesIterator.vertices nearbynodesiterator.html#vertices
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.alignedWithXZPlane projectionparams.html#alignedWithXZPlane
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.alignedWithXZPlaneBacking projectionparams.html#alignedWithXZPlaneBacking
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.distanceMetric projectionparams.html#distanceMetric
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.distanceScaleAlongProjectionAxis projectionparams.html#distanceScaleAlongProjectionAxis
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.planeProjection projectionparams.html#planeProjection
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.projectedUpNormalized projectionparams.html#projectedUpNormalized
Pathfinding.Graphs.Navmesh.BBTree.ProjectionParams.projectionAxis projectionparams.html#projectionAxis
Pathfinding.Graphs.Navmesh.BBTree.Size bbtree.html#Size
Pathfinding.Graphs.Navmesh.BBTree.nodePermutation bbtree.html#nodePermutation
Pathfinding.Graphs.Navmesh.BBTree.tree bbtree.html#tree Holds all tree nodes.
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.
Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.bounds shapemesh.html#bounds
Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.endIndex shapemesh.html#endIndex
Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.matrix shapemesh.html#matrix
Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.startIndex shapemesh.html#startIndex
Pathfinding.Graphs.Navmesh.ColliderMeshBuilder2D.ShapeMesh.tag shapemesh.html#tag
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.Progress buildnodetilesoutput.html#Progress
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.dependency buildnodetilesoutput.html#dependency
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.BuildNodeTilesOutput.tiles buildnodetilesoutput.html#tiles
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.astar jobbuildnodes.html#astar
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.graphIndex jobbuildnodes.html#graphIndex
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.graphToWorldSpace jobbuildnodes.html#graphToWorldSpace
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.initialPenalty jobbuildnodes.html#initialPenalty
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.maxTileConnectionEdgeDistance jobbuildnodes.html#maxTileConnectionEdgeDistance
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.recalculateNormals jobbuildnodes.html#recalculateNormals
Pathfinding.Graphs.Navmesh.Jobs.JobBuildNodes.tileLayout jobbuildnodes.html#tileLayout
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.BuildNavmeshOutput.Progress buildnavmeshoutput.html#Progress
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.BuildNavmeshOutput.tiles buildnavmeshoutput.html#tiles
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.matrix jobtransformtilecoordinates.html#matrix
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.outputVertices jobtransformtilecoordinates.html#outputVertices
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.JobTransformTileCoordinates.vertices jobtransformtilecoordinates.html#vertices
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.indices jobbuildtilemeshfromvertices.html#indices
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.meshToGraph jobbuildtilemeshfromvertices.html#meshToGraph
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.outputBuffers jobbuildtilemeshfromvertices.html#outputBuffers
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.recalculateNormals jobbuildtilemeshfromvertices.html#recalculateNormals
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVertices.vertices jobbuildtilemeshfromvertices.html#vertices
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildCompactField jobbuildtilemeshfromvoxels.html#MarkerBuildCompactField
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildConnections jobbuildtilemeshfromvoxels.html#MarkerBuildConnections
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildContours jobbuildtilemeshfromvoxels.html#MarkerBuildContours
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildDistanceField jobbuildtilemeshfromvoxels.html#MarkerBuildDistanceField
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildMesh jobbuildtilemeshfromvoxels.html#MarkerBuildMesh
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerBuildRegions jobbuildtilemeshfromvoxels.html#MarkerBuildRegions
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerConvertAreasToTags jobbuildtilemeshfromvoxels.html#MarkerConvertAreasToTags
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerErodeWalkableArea jobbuildtilemeshfromvoxels.html#MarkerErodeWalkableArea
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerFilterLedges jobbuildtilemeshfromvoxels.html#MarkerFilterLedges
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerFilterLowHeightSpans jobbuildtilemeshfromvoxels.html#MarkerFilterLowHeightSpans
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerRemoveDuplicateVertices jobbuildtilemeshfromvoxels.html#MarkerRemoveDuplicateVertices
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerTransformTileCoordinates jobbuildtilemeshfromvoxels.html#MarkerTransformTileCoordinates
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.MarkerVoxelize jobbuildtilemeshfromvoxels.html#MarkerVoxelize
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.backgroundTraversability jobbuildtilemeshfromvoxels.html#backgroundTraversability
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.cellHeight jobbuildtilemeshfromvoxels.html#cellHeight
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.cellSize jobbuildtilemeshfromvoxels.html#cellSize
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.characterRadiusInVoxels jobbuildtilemeshfromvoxels.html#characterRadiusInVoxels
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.contourMaxError jobbuildtilemeshfromvoxels.html#contourMaxError
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.currentTileCounter jobbuildtilemeshfromvoxels.html#currentTileCounter
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.dimensionMode jobbuildtilemeshfromvoxels.html#dimensionMode
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.
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.graphToWorldSpace jobbuildtilemeshfromvoxels.html#graphToWorldSpace
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.inputMeshes jobbuildtilemeshfromvoxels.html#inputMeshes
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxEdgeLength jobbuildtilemeshfromvoxels.html#maxEdgeLength
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxSlope jobbuildtilemeshfromvoxels.html#maxSlope
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.maxTiles jobbuildtilemeshfromvoxels.html#maxTiles Max number of tiles to process in this job.
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.minRegionSize jobbuildtilemeshfromvoxels.html#minRegionSize
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.outputMeshes jobbuildtilemeshfromvoxels.html#outputMeshes
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.relevantGraphSurfaceMode jobbuildtilemeshfromvoxels.html#relevantGraphSurfaceMode
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.relevantGraphSurfaces jobbuildtilemeshfromvoxels.html#relevantGraphSurfaces
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileBorderSizeInVoxels jobbuildtilemeshfromvoxels.html#tileBorderSizeInVoxels
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileBuilder jobbuildtilemeshfromvoxels.html#tileBuilder
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.tileGraphSpaceBounds jobbuildtilemeshfromvoxels.html#tileGraphSpaceBounds
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelToTileSpace jobbuildtilemeshfromvoxels.html#voxelToTileSpace
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelWalkableClimb jobbuildtilemeshfromvoxels.html#voxelWalkableClimb
Pathfinding.Graphs.Navmesh.Jobs.JobBuildTileMeshFromVoxels.voxelWalkableHeight jobbuildtilemeshfromvoxels.html#voxelWalkableHeight
Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.TileNodeConnectionsUnsafe.neighbourCounts tilenodeconnectionsunsafe.html#neighbourCounts Number of neighbours for each triangle.
Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.TileNodeConnectionsUnsafe.neighbours tilenodeconnectionsunsafe.html#neighbours Stream of packed connection edge infos (from Connection.PackShapeEdgeInfo)
Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.nodeConnections jobcalculatetriangleconnections.html#nodeConnections
Pathfinding.Graphs.Navmesh.Jobs.JobCalculateTriangleConnections.tileMeshes jobcalculatetriangleconnections.html#tileMeshes
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.ConnectTilesMarker jobconnecttiles.html#ConnectTilesMarker
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.coordinateSum jobconnecttiles.html#coordinateSum
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.direction jobconnecttiles.html#direction
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.maxTileConnectionEdgeDistance jobconnecttiles.html#maxTileConnectionEdgeDistance Maximum vertical distance between two tiles to create a connection between them.
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tileRect jobconnecttiles.html#tileRect
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tileWorldSize jobconnecttiles.html#tileWorldSize
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.tiles jobconnecttiles.html#tiles GCHandle referring to a NavmeshTile[] array of size tileRect.Width*tileRect.Height.
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.zOffset jobconnecttiles.html#zOffset
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTiles.zStride jobconnecttiles.html#zStride
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.maxTileConnectionEdgeDistance jobconnecttilessingle.html#maxTileConnectionEdgeDistance Maximum vertical distance between two tiles to create a connection between them.
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileIndex1 jobconnecttilessingle.html#tileIndex1 Index of the first tile in the tiles array.
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileIndex2 jobconnecttilessingle.html#tileIndex2 Index of the second tile in the tiles array.
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tileWorldSize jobconnecttilessingle.html#tileWorldSize Size of a tile in world units.
Pathfinding.Graphs.Navmesh.Jobs.JobConnectTilesSingle.tiles jobconnecttilessingle.html#tiles GCHandle referring to a NavmeshTile[] array of size tileRect.Width*tileRect.Height.
Pathfinding.Graphs.Navmesh.Jobs.JobConvertAreasToTags.areas jobconvertareastotags.html#areas
Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphIndex jobcreatetiles.html#graphIndex Graph index of the graph that these nodes will be added to.
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.
Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.graphToWorldSpace jobcreatetiles.html#graphToWorldSpace Matrix to convert from graph space to world space.
Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.initialPenalty jobcreatetiles.html#initialPenalty Initial penalty for all nodes in the tile.
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.
Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileMeshes jobcreatetiles.html#tileMeshes An array of TileMesh.TileMeshUnsafe of length tileRect.Width*tileRect.Height.
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.
Pathfinding.Graphs.Navmesh.Jobs.JobCreateTiles.tileWorldSize jobcreatetiles.html#tileWorldSize Size of a tile in world units along the graph's X and Z axes.
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.
Pathfinding.Graphs.Navmesh.Jobs.JobTransformTileCoordinates.matrix jobtransformtilecoordinates2.html#matrix
Pathfinding.Graphs.Navmesh.Jobs.JobTransformTileCoordinates.vertices jobtransformtilecoordinates2.html#vertices Element type Int3.
Pathfinding.Graphs.Navmesh.Jobs.JobWriteNodeConnections.nodeConnections jobwritenodeconnections.html#nodeConnections Connections for each tile.
Pathfinding.Graphs.Navmesh.Jobs.JobWriteNodeConnections.tiles jobwritenodeconnections.html#tiles Array of NavmeshTile.
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.compactVoxelField tilebuilderburst.html#compactVoxelField
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.contourVertices tilebuilderburst.html#contourVertices
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.contours tilebuilderburst.html#contours
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.distanceField tilebuilderburst.html#distanceField
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.linkedVoxelField tilebuilderburst.html#linkedVoxelField
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.tmpQueue1 tilebuilderburst.html#tmpQueue1
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.tmpQueue2 tilebuilderburst.html#tmpQueue2
Pathfinding.Graphs.Navmesh.Jobs.TileBuilderBurst.voxelMesh tilebuilderburst.html#voxelMesh
Pathfinding.Graphs.Navmesh.NavmeshTile.bbTree navmeshtile.html#bbTree Bounding Box Tree for node lookups.
Pathfinding.Graphs.Navmesh.NavmeshTile.d navmeshtile.html#d Depth, in tile coordinates. \n\n[more in online documentation]
Pathfinding.Graphs.Navmesh.NavmeshTile.flag navmeshtile.html#flag Temporary flag used for batching.
Pathfinding.Graphs.Navmesh.NavmeshTile.graph navmeshtile.html#graph The graph which contains this tile.
Pathfinding.Graphs.Navmesh.NavmeshTile.nodes navmeshtile.html#nodes All nodes in the tile.
Pathfinding.Graphs.Navmesh.NavmeshTile.transform navmeshtile.html#transform Transforms coordinates from graph space to world space.
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.
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.
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.
Pathfinding.Graphs.Navmesh.NavmeshTile.w navmeshtile.html#w Width, in tile coordinates. \n\n[more in online documentation]
Pathfinding.Graphs.Navmesh.NavmeshTile.x navmeshtile.html#x Tile X Coordinate.
Pathfinding.Graphs.Navmesh.NavmeshTile.z navmeshtile.html#z Tile Z Coordinate.
Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.forcedReloadRects navmeshupdatesettings.html#forcedReloadRects
Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.graph navmeshupdatesettings.html#graph
Pathfinding.Graphs.Navmesh.NavmeshUpdates.NavmeshUpdateSettings.handler navmeshupdatesettings.html#handler
Pathfinding.Graphs.Navmesh.NavmeshUpdates.astar navmeshupdates.html#astar
Pathfinding.Graphs.Navmesh.NavmeshUpdates.lastUpdateTime navmeshupdates.html#lastUpdateTime Last time navmesh cuts were applied.
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>
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.BoxColliderTris recastmeshgatherer.html#BoxColliderTris Box Collider triangle indices can be reused for multiple instances. \n\n[more in online documentation]
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.BoxColliderVerts recastmeshgatherer.html#BoxColliderVerts Box Collider vertices can be reused for multiple instances. \n\n[more in online documentation]
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.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.areaIsTag gatheredmesh.html#areaIsTag See RasterizationMesh.areaIsTag.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.bounds gatheredmesh.html#bounds World bounds of the mesh. \n\nAssumed to already be multiplied with the matrix.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.doubleSided gatheredmesh.html#doubleSided See RasterizationMesh.doubleSided.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.flatten gatheredmesh.html#flatten See RasterizationMesh.flatten.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.indexEnd gatheredmesh.html#indexEnd End index in the triangle array. \n\n-1 indicates the end of the array.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.indexStart gatheredmesh.html#indexStart Start index in the triangle array.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.matrix gatheredmesh.html#matrix Matrix to transform the vertices by.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.GatheredMesh.meshDataIndex gatheredmesh.html#meshDataIndex Index in the meshData array. \n\nCan be retrieved from the RecastMeshGatherer.AddMeshBuffers method.
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.
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.Box meshcacheitem.html#Box
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.mesh meshcacheitem.html#mesh
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.quantizedHeight meshcacheitem.html#quantizedHeight
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.rows meshcacheitem.html#rows
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCacheItem.type meshcacheitem.html#type
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.meshes meshcollection.html#meshes
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.meshesUnreadableAtRuntime meshcollection.html#meshesUnreadableAtRuntime
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.triangleBuffers meshcollection.html#triangleBuffers
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshCollection.vertexBuffers meshcollection.html#vertexBuffers
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.MeshType recastmeshgatherer.html#MeshType
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.submeshes treeinfo.html#submeshes
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.TreeInfo.supportsRotation treeinfo.html#supportsRotation
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.bounds recastmeshgatherer.html#bounds
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.cachedMeshes recastmeshgatherer.html#cachedMeshes
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.cachedTreePrefabs recastmeshgatherer.html#cachedTreePrefabs
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.dummyMaterials recastmeshgatherer.html#dummyMaterials
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.mask recastmeshgatherer.html#mask
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.maxColliderApproximationError recastmeshgatherer.html#maxColliderApproximationError
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshData recastmeshgatherer.html#meshData
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshes recastmeshgatherer.html#meshes
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.meshesUnreadableAtRuntime recastmeshgatherer.html#meshesUnreadableAtRuntime
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.modificationsByLayer recastmeshgatherer.html#modificationsByLayer
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.modificationsByLayer2D recastmeshgatherer.html#modificationsByLayer2D
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.scene recastmeshgatherer.html#scene
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.tagMask recastmeshgatherer.html#tagMask
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.terrainDownsamplingFactor recastmeshgatherer.html#terrainDownsamplingFactor
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.triangleBuffers recastmeshgatherer.html#triangleBuffers
Pathfinding.Graphs.Navmesh.RecastMeshGatherer.vertexBuffers recastmeshgatherer.html#vertexBuffers
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Next relevantgraphsurface.html#Next
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Position relevantgraphsurface.html#Position
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Prev relevantgraphsurface.html#Prev
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.Root relevantgraphsurface.html#Root
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.maxRange relevantgraphsurface.html#maxRange
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.next relevantgraphsurface.html#next
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.position relevantgraphsurface.html#position
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.prev relevantgraphsurface.html#prev
Pathfinding.Graphs.Navmesh.RelevantGraphSurface.root relevantgraphsurface.html#root
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.
Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.meshes bucketmapping.html#meshes All meshes that should be voxelized.
Pathfinding.Graphs.Navmesh.TileBuilder.BucketMapping.pointers bucketmapping.html#pointers Indices into the meshes array.
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)
Pathfinding.Graphs.Navmesh.TileBuilder.TileBorderSizeInWorldUnits tilebuilder.html#TileBorderSizeInWorldUnits
Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.Progress tilebuilderoutput.html#Progress
Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.currentTileCounter tilebuilderoutput.html#currentTileCounter
Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.meshesUnreadableAtRuntime tilebuilderoutput.html#meshesUnreadableAtRuntime
Pathfinding.Graphs.Navmesh.TileBuilder.TileBuilderOutput.tileMeshes tilebuilderoutput.html#tileMeshes
Pathfinding.Graphs.Navmesh.TileBuilder.backgroundTraversability tilebuilder.html#backgroundTraversability
Pathfinding.Graphs.Navmesh.TileBuilder.characterRadiusInVoxels tilebuilder.html#characterRadiusInVoxels
Pathfinding.Graphs.Navmesh.TileBuilder.collectionSettings tilebuilder.html#collectionSettings
Pathfinding.Graphs.Navmesh.TileBuilder.contourMaxError tilebuilder.html#contourMaxError
Pathfinding.Graphs.Navmesh.TileBuilder.dimensionMode tilebuilder.html#dimensionMode
Pathfinding.Graphs.Navmesh.TileBuilder.maxEdgeLength tilebuilder.html#maxEdgeLength
Pathfinding.Graphs.Navmesh.TileBuilder.maxSlope tilebuilder.html#maxSlope
Pathfinding.Graphs.Navmesh.TileBuilder.minRegionSize tilebuilder.html#minRegionSize
Pathfinding.Graphs.Navmesh.TileBuilder.perLayerModifications tilebuilder.html#perLayerModifications
Pathfinding.Graphs.Navmesh.TileBuilder.relevantGraphSurfaceMode tilebuilder.html#relevantGraphSurfaceMode
Pathfinding.Graphs.Navmesh.TileBuilder.scene tilebuilder.html#scene
Pathfinding.Graphs.Navmesh.TileBuilder.tileBorderSizeInVoxels tilebuilder.html#tileBorderSizeInVoxels
Pathfinding.Graphs.Navmesh.TileBuilder.tileLayout tilebuilder.html#tileLayout
Pathfinding.Graphs.Navmesh.TileBuilder.tileRect tilebuilder.html#tileRect
Pathfinding.Graphs.Navmesh.TileBuilder.walkableClimb tilebuilder.html#walkableClimb
Pathfinding.Graphs.Navmesh.TileBuilder.walkableHeight tilebuilder.html#walkableHeight
Pathfinding.Graphs.Navmesh.TileHandler.Cut.bounds cut.html#bounds Bounds in XZ space.
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.
Pathfinding.Graphs.Navmesh.TileHandler.Cut.contour cut.html#contour
Pathfinding.Graphs.Navmesh.TileHandler.Cut.cutsAddedGeom cut.html#cutsAddedGeom
Pathfinding.Graphs.Navmesh.TileHandler.Cut.isDual cut.html#isDual
Pathfinding.Graphs.Navmesh.TileHandler.CutMode tilehandler.html#CutMode
Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.tags cuttingresult.html#tags
Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.tris cuttingresult.html#tris
Pathfinding.Graphs.Navmesh.TileHandler.CuttingResult.verts cuttingresult.html#verts
Pathfinding.Graphs.Navmesh.TileHandler.TileType.Depth tiletype.html#Depth
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>
Pathfinding.Graphs.Navmesh.TileHandler.TileType.Width tiletype.html#Width
Pathfinding.Graphs.Navmesh.TileHandler.TileType.depth tiletype.html#depth
Pathfinding.Graphs.Navmesh.TileHandler.TileType.lastRotation tiletype.html#lastRotation
Pathfinding.Graphs.Navmesh.TileHandler.TileType.lastYOffset tiletype.html#lastYOffset
Pathfinding.Graphs.Navmesh.TileHandler.TileType.offset tiletype.html#offset
Pathfinding.Graphs.Navmesh.TileHandler.TileType.tags tiletype.html#tags
Pathfinding.Graphs.Navmesh.TileHandler.TileType.tris tiletype.html#tris
Pathfinding.Graphs.Navmesh.TileHandler.TileType.verts tiletype.html#verts
Pathfinding.Graphs.Navmesh.TileHandler.TileType.width tiletype.html#width
Pathfinding.Graphs.Navmesh.TileHandler.activeTileOffsets tilehandler.html#activeTileOffsets Offsets along the Y axis of the active tiles.
Pathfinding.Graphs.Navmesh.TileHandler.activeTileRotations tilehandler.html#activeTileRotations Rotations of the active tiles.
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.
Pathfinding.Graphs.Navmesh.TileHandler.batchDepth tilehandler.html#batchDepth Positive while batching tile updates. \n\nBatching tile updates has a positive effect on performance
Pathfinding.Graphs.Navmesh.TileHandler.cached_Int2_int_dict tilehandler.html#cached_Int2_int_dict Cached dictionary to avoid excessive allocations.
Pathfinding.Graphs.Navmesh.TileHandler.clipper tilehandler.html#clipper Handles polygon clipping operations.
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]
Pathfinding.Graphs.Navmesh.TileHandler.graph tilehandler.html#graph The underlaying graph which is handled by this instance.
Pathfinding.Graphs.Navmesh.TileHandler.isBatching tilehandler.html#isBatching True while batching tile updates. \n\nBatching tile updates has a positive effect on performance
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.
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.
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
Pathfinding.Graphs.Navmesh.TileHandler.tileXCount tilehandler.html#tileXCount Number of tiles along the x axis.
Pathfinding.Graphs.Navmesh.TileHandler.tileZCount tilehandler.html#tileZCount Number of tiles along the z axis.
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
Pathfinding.Graphs.Navmesh.TileLayout.TileWorldSizeX tilelayout.html#TileWorldSizeX Size of a tile in world units, along the graph's X axis.
Pathfinding.Graphs.Navmesh.TileLayout.TileWorldSizeZ tilelayout.html#TileWorldSizeZ Size of a tile in world units, along the graph's Z axis.
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>
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.
Pathfinding.Graphs.Navmesh.TileLayout.tileCount tilelayout.html#tileCount How many tiles there are in the grid.
Pathfinding.Graphs.Navmesh.TileLayout.tileSizeInVoxels tilelayout.html#tileSizeInVoxels Size of a tile in voxels along the X and Z axes.
Pathfinding.Graphs.Navmesh.TileLayout.transform tilelayout.html#transform Transforms coordinates from graph space to world space.
Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.tags tilemeshunsafe.html#tags One tag per triangle, of type uint.
Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.triangles tilemeshunsafe.html#triangles Three indices per triangle, of type int.
Pathfinding.Graphs.Navmesh.TileMesh.TileMeshUnsafe.verticesInTileSpace tilemeshunsafe.html#verticesInTileSpace One vertex per triangle, of type Int3.
Pathfinding.Graphs.Navmesh.TileMesh.tags tilemesh.html#tags One tag per triangle.
Pathfinding.Graphs.Navmesh.TileMesh.triangles tilemesh.html#triangles
Pathfinding.Graphs.Navmesh.TileMesh.verticesInTileSpace tilemesh.html#verticesInTileSpace
Pathfinding.Graphs.Navmesh.TileMeshes.tileMeshes tilemeshes.html#tileMeshes Tiles laid out row by row.
Pathfinding.Graphs.Navmesh.TileMeshes.tileRect tilemeshes.html#tileRect Which tiles in the graph this group of tiles represents.
Pathfinding.Graphs.Navmesh.TileMeshes.tileWorldSize tilemeshes.html#tileWorldSize World-space size of each tile.
Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileMeshes tilemeshesunsafe.html#tileMeshes
Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileRect tilemeshesunsafe.html#tileRect
Pathfinding.Graphs.Navmesh.TileMeshesUnsafe.tileWorldSize tilemeshesunsafe.html#tileWorldSize
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.max cellminmax.html#max
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.min cellminmax.html#min
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CellMinMax.objectID cellminmax.html#objectID
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelCell.count compactvoxelcell.html#count
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelCell.index compactvoxelcell.html#index
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.MaxLayers compactvoxelfield.html#MaxLayers Unmotivated variable, but let's clamp the layers at 65535.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.NotConnected compactvoxelfield.html#NotConnected
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.UnwalkableArea compactvoxelfield.html#UnwalkableArea
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.areaTypes compactvoxelfield.html#areaTypes
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.cells compactvoxelfield.html#cells
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.depth compactvoxelfield.html#depth
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.spans compactvoxelfield.html#spans
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.voxelWalkableHeight compactvoxelfield.html#voxelWalkableHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelField.width compactvoxelfield.html#width
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.con compactvoxelspan.html#con
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.h compactvoxelspan.html#h
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.reg compactvoxelspan.html#reg
Pathfinding.Graphs.Navmesh.Voxelization.Burst.CompactVoxelSpan.y compactvoxelspan.html#y
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildCompactField.input jobbuildcompactfield.html#input
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildCompactField.output jobbuildcompactfield.html#output
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.field jobbuildconnections.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.voxelWalkableClimb jobbuildconnections.html#voxelWalkableClimb
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildConnections.voxelWalkableHeight jobbuildconnections.html#voxelWalkableHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.buildFlags jobbuildcontours.html#buildFlags
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.cellSize jobbuildcontours.html#cellSize
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.field jobbuildcontours.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.maxEdgeLength jobbuildcontours.html#maxEdgeLength
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.maxError jobbuildcontours.html#maxError
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.outputContours jobbuildcontours.html#outputContours
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildContours.outputVerts jobbuildcontours.html#outputVerts
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildDistanceField.field jobbuilddistancefield.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildDistanceField.output jobbuilddistancefield.html#output
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.contourVertices jobbuildmesh.html#contourVertices
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.contours jobbuildmesh.html#contours contour set to build a mesh from.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.field jobbuildmesh.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildMesh.mesh jobbuildmesh.html#mesh Results will be written to this mesh.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.RelevantGraphSurfaceInfo.position relevantgraphsurfaceinfo.html#position
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.RelevantGraphSurfaceInfo.range relevantgraphsurfaceinfo.html#range
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.borderSize jobbuildregions.html#borderSize
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.cellHeight jobbuildregions.html#cellHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.cellSize jobbuildregions.html#cellSize
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.distanceField jobbuildregions.html#distanceField
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.dstQue jobbuildregions.html#dstQue
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.field jobbuildregions.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.graphSpaceBounds jobbuildregions.html#graphSpaceBounds
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.graphTransform jobbuildregions.html#graphTransform
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.minRegionSize jobbuildregions.html#minRegionSize
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.relevantGraphSurfaceMode jobbuildregions.html#relevantGraphSurfaceMode
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.relevantGraphSurfaces jobbuildregions.html#relevantGraphSurfaces
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobBuildRegions.srcQue jobbuildregions.html#srcQue
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobErodeWalkableArea.field joberodewalkablearea.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobErodeWalkableArea.radius joberodewalkablearea.html#radius
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.cellHeight jobfilterledges.html#cellHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.cellSize jobfilterledges.html#cellSize
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.field jobfilterledges.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.voxelWalkableClimb jobfilterledges.html#voxelWalkableClimb
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLedges.voxelWalkableHeight jobfilterledges.html#voxelWalkableHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLowHeightSpans.field jobfilterlowheightspans.html#field
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobFilterLowHeightSpans.voxelWalkableHeight jobfilterlowheightspans.html#voxelWalkableHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.bucket jobvoxelize.html#bucket
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]
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]
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphSpaceBounds jobvoxelize.html#graphSpaceBounds
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphSpaceLimits jobvoxelize.html#graphSpaceLimits
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.graphTransform jobvoxelize.html#graphTransform
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.inputMeshes jobvoxelize.html#inputMeshes
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]
Pathfinding.Graphs.Navmesh.Voxelization.Burst.JobVoxelize.voxelArea jobvoxelize.html#voxelArea
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]
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]
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
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
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.MaxHeight linkedvoxelfield.html#MaxHeight
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.MaxHeightInt linkedvoxelfield.html#MaxHeightInt
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]
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.flatten linkedvoxelfield.html#flatten
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.height linkedvoxelfield.html#height The maximum height coordinate. \n\n[Limit: >= 0, <= MaxHeight] [Units: voxels]
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.linkedCellMinMax linkedvoxelfield.html#linkedCellMinMax
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.linkedSpans linkedvoxelfield.html#linkedSpans
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelField.removedStack linkedvoxelfield.html#removedStack
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]
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.area linkedvoxelspan.html#area
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.bottom linkedvoxelspan.html#bottom
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.next linkedvoxelspan.html#next
Pathfinding.Graphs.Navmesh.Voxelization.Burst.LinkedVoxelSpan.top linkedvoxelspan.html#top
Pathfinding.Graphs.Navmesh.Voxelization.Burst.NativeHashMapInt3Int burst.html#NativeHashMapInt3Int
Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.area rasterizationmesh.html#area
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.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.bounds rasterizationmesh.html#bounds World bounds of the mesh. \n\nAssumed to already be multiplied with the matrix
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
Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.flatten rasterizationmesh.html#flatten If true, the mesh will be flattened to the base of the graph during rasterization. \n\nThis is intended for rasterizing 2D meshes which always lie in a single plane.\n\nThis will also cause unwalkable spans have precedence over walkable ones at all times, instead of only when the unwalkable span is sufficiently high up over a walkable span. Since when flattening, "sufficiently high up" makes no sense.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.matrix rasterizationmesh.html#matrix
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.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.triangles rasterizationmesh.html#triangles
Pathfinding.Graphs.Navmesh.Voxelization.Burst.RasterizationMesh.vertices rasterizationmesh.html#vertices
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.area voxelcontour.html#area Area ID of the contour.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.nverts voxelcontour.html#nverts
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.reg voxelcontour.html#reg Region ID of the contour.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelContour.vertexStartIndex voxelcontour.html#vertexStartIndex Vertex coordinates, each vertex contains 4 components.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.areas voxelmesh.html#areas Area index for each triangle.
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
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelMesh.verts voxelmesh.html#verts Vertices of the mesh.
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.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.ContourRegMask voxelutilityburst.html#ContourRegMask Mask used with contours to extract region id.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.DX voxelutilityburst.html#DX
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.DZ voxelutilityburst.html#DZ
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_AREA_BORDER voxelutilityburst.html#RC_AREA_BORDER
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.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_AREA_EDGES voxelutilityburst.html#RC_CONTOUR_TESS_AREA_EDGES Tessellate edges between areas.
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.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.RC_CONTOUR_TESS_WALL_EDGES voxelutilityburst.html#RC_CONTOUR_TESS_WALL_EDGES Tessellate wall edges.
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.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.TagRegMask voxelutilityburst.html#TagRegMask All bits in the region which will be interpreted as a tag.
Pathfinding.Graphs.Navmesh.Voxelization.Burst.VoxelUtilityBurst.VERTEX_BUCKET_COUNT voxelutilityburst.html#VERTEX_BUCKET_COUNT
Pathfinding.Graphs.Navmesh.Voxelization.Int3PolygonClipper.clipPolygonCache int3polygonclipper.html#clipPolygonCache Cache this buffer to avoid unnecessary allocations.
Pathfinding.Graphs.Navmesh.Voxelization.Int3PolygonClipper.clipPolygonIntCache int3polygonclipper.html#clipPolygonIntCache Cache this buffer to avoid unnecessary allocations.
Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.n voxelpolygonclipper.html#n
Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.this[int i] voxelpolygonclipper.html#thisinti
Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.x voxelpolygonclipper.html#x
Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.y voxelpolygonclipper.html#y
Pathfinding.Graphs.Navmesh.Voxelization.VoxelPolygonClipper.z voxelpolygonclipper.html#z
Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.costIndexStride euclideanembeddingsearchpath.html#costIndexStride
Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.costs euclideanembeddingsearchpath.html#costs
Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.furthestNode euclideanembeddingsearchpath.html#furthestNode
Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.furthestNodeScore euclideanembeddingsearchpath.html#furthestNodeScore
Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.pivotIndex euclideanembeddingsearchpath.html#pivotIndex
Pathfinding.Graphs.Util.EuclideanEmbedding.EuclideanEmbeddingSearchPath.startNode euclideanembeddingsearchpath.html#startNode
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]
Pathfinding.Graphs.Util.EuclideanEmbedding.dirty euclideanembedding.html#dirty
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]
Pathfinding.Graphs.Util.EuclideanEmbedding.pivotCount euclideanembedding.html#pivotCount
Pathfinding.Graphs.Util.EuclideanEmbedding.pivotPointRoot euclideanembedding.html#pivotPointRoot All children of this transform will be used as pivot points.
Pathfinding.Graphs.Util.EuclideanEmbedding.pivots euclideanembedding.html#pivots
Pathfinding.Graphs.Util.EuclideanEmbedding.ra euclideanembedding.html#ra
Pathfinding.Graphs.Util.EuclideanEmbedding.rc euclideanembedding.html#rc
Pathfinding.Graphs.Util.EuclideanEmbedding.rval euclideanembedding.html#rval
Pathfinding.Graphs.Util.EuclideanEmbedding.seed euclideanembedding.html#seed
Pathfinding.Graphs.Util.EuclideanEmbedding.spreadOutCount euclideanembedding.html#spreadOutCount
Pathfinding.Graphs.Util.GridLookup.AllItems gridlookup.html#AllItems Linked list of all items.
Pathfinding.Graphs.Util.GridLookup.Item.next item.html#next
Pathfinding.Graphs.Util.GridLookup.Item.prev item.html#prev
Pathfinding.Graphs.Util.GridLookup.Item.root item.html#root
Pathfinding.Graphs.Util.GridLookup.Root.flag root.html#flag
Pathfinding.Graphs.Util.GridLookup.Root.items root.html#items References to an item in each grid cell that this object is contained inside.
Pathfinding.Graphs.Util.GridLookup.Root.next root.html#next Next item in the linked list of all roots.
Pathfinding.Graphs.Util.GridLookup.Root.obj root.html#obj Underlying object.
Pathfinding.Graphs.Util.GridLookup.Root.prev root.html#prev Previous item in the linked list of all roots.
Pathfinding.Graphs.Util.GridLookup.Root.previousBounds root.html#previousBounds
Pathfinding.Graphs.Util.GridLookup.Root.previousPosition root.html#previousPosition
Pathfinding.Graphs.Util.GridLookup.Root.previousRotation root.html#previousRotation
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.
Pathfinding.Graphs.Util.GridLookup.cells gridlookup.html#cells
Pathfinding.Graphs.Util.GridLookup.itemPool gridlookup.html#itemPool
Pathfinding.Graphs.Util.GridLookup.rootLookup gridlookup.html#rootLookup
Pathfinding.Graphs.Util.GridLookup.size gridlookup.html#size
Pathfinding.Graphs.Util.HeuristicOptimizationMode util.html#HeuristicOptimizationMode
Pathfinding.GridGraph.CombinedGridGraphUpdatePromise.promises combinedgridgraphupdatepromise.html#promises
Pathfinding.GridGraph.Depth gridgraph.html#Depth
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.
Pathfinding.GridGraph.GridGraphMovePromise.dx gridgraphmovepromise.html#dx
Pathfinding.GridGraph.GridGraphMovePromise.dz gridgraphmovepromise.html#dz
Pathfinding.GridGraph.GridGraphMovePromise.graph gridgraphmovepromise.html#graph
Pathfinding.GridGraph.GridGraphMovePromise.promises gridgraphmovepromise.html#promises
Pathfinding.GridGraph.GridGraphMovePromise.rects gridgraphmovepromise.html#rects
Pathfinding.GridGraph.GridGraphMovePromise.startingSize gridgraphmovepromise.html#startingSize
Pathfinding.GridGraph.GridGraphSnapshot.graph gridgraphsnapshot.html#graph
Pathfinding.GridGraph.GridGraphSnapshot.nodes gridgraphsnapshot.html#nodes
Pathfinding.GridGraph.GridGraphUpdatePromise.CostEstimate gridgraphupdatepromise.html#CostEstimate
Pathfinding.GridGraph.GridGraphUpdatePromise.NodesHolder.nodes nodesholder.html#nodes
Pathfinding.GridGraph.GridGraphUpdatePromise.allocationMethod gridgraphupdatepromise.html#allocationMethod
Pathfinding.GridGraph.GridGraphUpdatePromise.context gridgraphupdatepromise.html#context
Pathfinding.GridGraph.GridGraphUpdatePromise.dependencyTracker gridgraphupdatepromise.html#dependencyTracker
Pathfinding.GridGraph.GridGraphUpdatePromise.emptyUpdate gridgraphupdatepromise.html#emptyUpdate
Pathfinding.GridGraph.GridGraphUpdatePromise.fullRecalculationBounds gridgraphupdatepromise.html#fullRecalculationBounds
Pathfinding.GridGraph.GridGraphUpdatePromise.graph gridgraphupdatepromise.html#graph
Pathfinding.GridGraph.GridGraphUpdatePromise.graphUpdateObject gridgraphupdatepromise.html#graphUpdateObject
Pathfinding.GridGraph.GridGraphUpdatePromise.nodeArrayBounds gridgraphupdatepromise.html#nodeArrayBounds
Pathfinding.GridGraph.GridGraphUpdatePromise.nodes gridgraphupdatepromise.html#nodes
Pathfinding.GridGraph.GridGraphUpdatePromise.nodesDependsOn gridgraphupdatepromise.html#nodesDependsOn
Pathfinding.GridGraph.GridGraphUpdatePromise.ownsJobDependencyTracker gridgraphupdatepromise.html#ownsJobDependencyTracker
Pathfinding.GridGraph.GridGraphUpdatePromise.readBounds gridgraphupdatepromise.html#readBounds
Pathfinding.GridGraph.GridGraphUpdatePromise.recalculationMode gridgraphupdatepromise.html#recalculationMode
Pathfinding.GridGraph.GridGraphUpdatePromise.rect gridgraphupdatepromise.html#rect
Pathfinding.GridGraph.GridGraphUpdatePromise.transform gridgraphupdatepromise.html#transform
Pathfinding.GridGraph.GridGraphUpdatePromise.writeMaskBounds gridgraphupdatepromise.html#writeMaskBounds
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>
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.
Pathfinding.GridGraph.MaxLayers gridgraph.html#MaxLayers
Pathfinding.GridGraph.RecalculationMode gridgraph.html#RecalculationMode
Pathfinding.GridGraph.StandardDimetricAngle gridgraph.html#StandardDimetricAngle Commonly used value for isometricAngle.
Pathfinding.GridGraph.StandardIsometricAngle gridgraph.html#StandardIsometricAngle Commonly used value for isometricAngle.
Pathfinding.GridGraph.TextureData.ChannelUse texturedata.html#ChannelUse
Pathfinding.GridGraph.TextureData.channels texturedata.html#channels
Pathfinding.GridGraph.TextureData.data texturedata.html#data
Pathfinding.GridGraph.TextureData.enabled texturedata.html#enabled
Pathfinding.GridGraph.TextureData.factors texturedata.html#factors
Pathfinding.GridGraph.TextureData.source texturedata.html#source
Pathfinding.GridGraph.Width gridgraph.html#Width
Pathfinding.GridGraph.allNeighbourIndices gridgraph.html#allNeighbourIndices Which neighbours are going to be used when neighbours=8.
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.
Pathfinding.GridGraph.axisAlignedNeighbourIndices gridgraph.html#axisAlignedNeighbourIndices Which neighbours are going to be used when neighbours=4.
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]
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]
Pathfinding.GridGraph.collision gridgraph.html#collision Settings on how to check for walkability and height.
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>
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]
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]
Pathfinding.GridGraph.erosionFirstTag gridgraph.html#erosionFirstTag Tag to start from when using tags for erosion. \n\n[more in online documentation]
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]
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]
Pathfinding.GridGraph.hexagonNeighbourIndices gridgraph.html#hexagonNeighbourIndices Which neighbours are going to be used when neighbours=6.
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.
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]
Pathfinding.GridGraph.is2D gridgraph.html#is2D Get or set if the graph should be in 2D mode. \n\n[more in online documentation]
Pathfinding.GridGraph.isScanned gridgraph.html#isScanned
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.
Pathfinding.GridGraph.maxClimb gridgraph.html#maxClimb The max y coordinate difference between two nodes to enable a connection. \n\n[more in online documentation]
Pathfinding.GridGraph.maxSlope gridgraph.html#maxSlope The max slope in degrees for a node to be walkable.
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]
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]
Pathfinding.GridGraph.neighbourCosts gridgraph.html#neighbourCosts Costs to neighbour nodes. \n\nSee neighbourOffsets.
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>
Pathfinding.GridGraph.neighbourXOffsets gridgraph.html#neighbourXOffsets Offsets in the X direction for neighbour nodes. \n\nOnly 1, 0 or -1
Pathfinding.GridGraph.neighbourZOffsets gridgraph.html#neighbourZOffsets Offsets in the Z direction for neighbour nodes. \n\nOnly 1, 0 or -1
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.
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.
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.
Pathfinding.GridGraph.nodeDataRef gridgraph.html#nodeDataRef
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]
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]
Pathfinding.GridGraph.penaltyAngle gridgraph.html#penaltyAngle [more in online documentation]
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]
Pathfinding.GridGraph.penaltyAnglePower gridgraph.html#penaltyAnglePower How much extra to penalize very steep angles. \n\n[more in online documentation]
Pathfinding.GridGraph.penaltyPosition gridgraph.html#penaltyPosition Use position (y-coordinate) to calculate penalty. \n\n[more in online documentation]
Pathfinding.GridGraph.penaltyPositionFactor gridgraph.html#penaltyPositionFactor Scale factor for penalty when calculating from position. \n\n[more in online documentation]
Pathfinding.GridGraph.penaltyPositionOffset gridgraph.html#penaltyPositionOffset Offset for the position when calculating penalty. \n\n[more in online documentation]
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]
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]
Pathfinding.GridGraph.showMeshOutline gridgraph.html#showMeshOutline Show an outline of the grid nodes in the Unity Editor.
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).
Pathfinding.GridGraph.showNodeConnections gridgraph.html#showNodeConnections Show the connections between the grid nodes in the Unity Editor.
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]
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]
Pathfinding.GridGraph.transform gridgraph.html#transform Determines how the graph transforms graph space to world space. \n\n[more in online documentation]
Pathfinding.GridGraph.unclampedSize gridgraph.html#unclampedSize Size of the grid. \n\nCan be negative or smaller than nodeSize
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)
Pathfinding.GridGraph.useRaycastNormal gridgraph.html#useRaycastNormal Use heigh raycasting normal for max slope calculation. \n\nTrue if maxSlope is less than 90 degrees.
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]
Pathfinding.GridGraphEditor.GridPivot gridgrapheditor.html#GridPivot
Pathfinding.GridGraphEditor.arcBuffer gridgrapheditor.html#arcBuffer
Pathfinding.GridGraphEditor.cachedSceneGridLayouts gridgrapheditor.html#cachedSceneGridLayouts
Pathfinding.GridGraphEditor.cachedSceneGridLayoutsTimestamp gridgrapheditor.html#cachedSceneGridLayoutsTimestamp
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.
Pathfinding.GridGraphEditor.gridPivotSelectBackground gridgrapheditor.html#gridPivotSelectBackground Cached gui style.
Pathfinding.GridGraphEditor.gridPivotSelectButton gridgrapheditor.html#gridPivotSelectButton Cached gui style.
Pathfinding.GridGraphEditor.handlePoints gridgrapheditor.html#handlePoints
Pathfinding.GridGraphEditor.hexagonSizeContents gridgrapheditor.html#hexagonSizeContents
Pathfinding.GridGraphEditor.interpolatedGridWidthInNodes gridgrapheditor.html#interpolatedGridWidthInNodes
Pathfinding.GridGraphEditor.isMouseDown gridgrapheditor.html#isMouseDown
Pathfinding.GridGraphEditor.lastTime gridgrapheditor.html#lastTime
Pathfinding.GridGraphEditor.lineBuffer gridgrapheditor.html#lineBuffer
Pathfinding.GridGraphEditor.lockStyle gridgrapheditor.html#lockStyle Cached gui style.
Pathfinding.GridGraphEditor.locked gridgrapheditor.html#locked
Pathfinding.GridGraphEditor.pivot gridgrapheditor.html#pivot
Pathfinding.GridGraphEditor.ruleEditorInstances gridgrapheditor.html#ruleEditorInstances
Pathfinding.GridGraphEditor.ruleEditors gridgrapheditor.html#ruleEditors
Pathfinding.GridGraphEditor.ruleHeaders gridgrapheditor.html#ruleHeaders
Pathfinding.GridGraphEditor.ruleTypes gridgrapheditor.html#ruleTypes
Pathfinding.GridGraphEditor.savedDimensions gridgrapheditor.html#savedDimensions
Pathfinding.GridGraphEditor.savedNodeSize gridgrapheditor.html#savedNodeSize
Pathfinding.GridGraphEditor.savedTransform gridgrapheditor.html#savedTransform
Pathfinding.GridGraphEditor.selectedTilemap gridgrapheditor.html#selectedTilemap
Pathfinding.GridGraphEditor.showExtra gridgrapheditor.html#showExtra
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]
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.
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]
Pathfinding.GridNode.GridFlagsAxisAlignedConnectionMask gridnode.html#GridFlagsAxisAlignedConnectionMask
Pathfinding.GridNode.GridFlagsConnectionBit0 gridnode.html#GridFlagsConnectionBit0
Pathfinding.GridNode.GridFlagsConnectionMask gridnode.html#GridFlagsConnectionMask
Pathfinding.GridNode.GridFlagsConnectionOffset gridnode.html#GridFlagsConnectionOffset
Pathfinding.GridNode.GridFlagsEdgeNodeMask gridnode.html#GridFlagsEdgeNodeMask
Pathfinding.GridNode.GridFlagsEdgeNodeOffset gridnode.html#GridFlagsEdgeNodeOffset
Pathfinding.GridNode.HasAnyGridConnections gridnode.html#HasAnyGridConnections
Pathfinding.GridNode.HasConnectionsToAllAxisAlignedNeighbours gridnode.html#HasConnectionsToAllAxisAlignedNeighbours
Pathfinding.GridNode.HasConnectionsToAllEightNeighbours gridnode.html#HasConnectionsToAllEightNeighbours
Pathfinding.GridNode.InternalGridFlags gridnode.html#InternalGridFlags Internal use only.
Pathfinding.GridNode._gridGraphs gridnode.html#_gridGraphs
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]
Pathfinding.GridNodeBase.GridFlagsWalkableErosionMask gridnodebase.html#GridFlagsWalkableErosionMask
Pathfinding.GridNodeBase.GridFlagsWalkableErosionOffset gridnodebase.html#GridFlagsWalkableErosionOffset
Pathfinding.GridNodeBase.GridFlagsWalkableTmpMask gridnodebase.html#GridFlagsWalkableTmpMask
Pathfinding.GridNodeBase.GridFlagsWalkableTmpOffset gridnodebase.html#GridFlagsWalkableTmpOffset
Pathfinding.GridNodeBase.HasAnyGridConnections gridnodebase.html#HasAnyGridConnections True if this node has any grid connections.
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]
Pathfinding.GridNodeBase.HasConnectionsToAllEightNeighbours gridnodebase.html#HasConnectionsToAllEightNeighbours True if the node has grid connections to all its 8 neighbours. \n\n[more in online documentation]
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]
Pathfinding.GridNodeBase.NodeInGridIndexLayerOffset gridnodebase.html#NodeInGridIndexLayerOffset
Pathfinding.GridNodeBase.NodeInGridIndexMask gridnodebase.html#NodeInGridIndexMask
Pathfinding.GridNodeBase.TmpWalkable gridnodebase.html#TmpWalkable Temporary variable used internally when updating the graph.
Pathfinding.GridNodeBase.WalkableErosion gridnodebase.html#WalkableErosion Stores walkability before erosion is applied. \n\nUsed internally when updating the graph.
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]
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]
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]
Pathfinding.GridNodeBase.gridFlags gridnodebase.html#gridFlags
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]
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]
Pathfinding.GridStringPulling.FixedPrecisionScale gridstringpulling.html#FixedPrecisionScale
Pathfinding.GridStringPulling.PredicateFailMode gridstringpulling.html#PredicateFailMode
Pathfinding.GridStringPulling.TriangleBounds.d1 trianglebounds.html#d1
Pathfinding.GridStringPulling.TriangleBounds.d2 trianglebounds.html#d2
Pathfinding.GridStringPulling.TriangleBounds.d3 trianglebounds.html#d3
Pathfinding.GridStringPulling.TriangleBounds.t1 trianglebounds.html#t1
Pathfinding.GridStringPulling.TriangleBounds.t2 trianglebounds.html#t2
Pathfinding.GridStringPulling.TriangleBounds.t3 trianglebounds.html#t3
Pathfinding.GridStringPulling.directionToCorners gridstringpulling.html#directionToCorners Z | |. \n\n3 2 \ | / – - X - —– X / | \ 0 1\n\n| |
Pathfinding.GridStringPulling.marker1 gridstringpulling.html#marker1
Pathfinding.GridStringPulling.marker2 gridstringpulling.html#marker2
Pathfinding.GridStringPulling.marker3 gridstringpulling.html#marker3
Pathfinding.GridStringPulling.marker4 gridstringpulling.html#marker4
Pathfinding.GridStringPulling.marker5 gridstringpulling.html#marker5
Pathfinding.GridStringPulling.marker6 gridstringpulling.html#marker6
Pathfinding.GridStringPulling.marker7 gridstringpulling.html#marker7
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]
Pathfinding.HeuristicObjective.euclideanEmbeddingCosts heuristicobjective.html#euclideanEmbeddingCosts
Pathfinding.HeuristicObjective.euclideanEmbeddingPivots heuristicobjective.html#euclideanEmbeddingPivots
Pathfinding.HeuristicObjective.heuristic heuristicobjective.html#heuristic
Pathfinding.HeuristicObjective.heuristicScale heuristicobjective.html#heuristicScale
Pathfinding.HeuristicObjective.mn heuristicobjective.html#mn
Pathfinding.HeuristicObjective.mx heuristicobjective.html#mx
Pathfinding.HeuristicObjective.targetNodeIndex heuristicobjective.html#targetNodeIndex
Pathfinding.HierarchicalGraph.HierarhicalNodeData.bounds hierarhicalnodedata.html#bounds
Pathfinding.HierarchicalGraph.HierarhicalNodeData.connectionAllocations hierarhicalnodedata.html#connectionAllocations
Pathfinding.HierarchicalGraph.HierarhicalNodeData.connectionAllocator hierarhicalnodedata.html#connectionAllocator
Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.children context.html#children
Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.connections context.html#connections
Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.graphindex context.html#graphindex
Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.hierarchicalNodeIndex context.html#hierarchicalNodeIndex
Pathfinding.HierarchicalGraph.JobRecalculateComponents.Context.queue context.html#queue
Pathfinding.HierarchicalGraph.JobRecalculateComponents.bounds jobrecalculatecomponents.html#bounds
Pathfinding.HierarchicalGraph.JobRecalculateComponents.connectionAllocations jobrecalculatecomponents.html#connectionAllocations
Pathfinding.HierarchicalGraph.JobRecalculateComponents.dirtiedHierarchicalNodes jobrecalculatecomponents.html#dirtiedHierarchicalNodes
Pathfinding.HierarchicalGraph.JobRecalculateComponents.hGraphGC jobrecalculatecomponents.html#hGraphGC
Pathfinding.HierarchicalGraph.JobRecalculateComponents.numHierarchicalNodes jobrecalculatecomponents.html#numHierarchicalNodes
Pathfinding.HierarchicalGraph.MaxChildrenPerNode hierarchicalgraph.html#MaxChildrenPerNode
Pathfinding.HierarchicalGraph.MinChildrenPerNode hierarchicalgraph.html#MinChildrenPerNode
Pathfinding.HierarchicalGraph.NumConnectedComponents hierarchicalgraph.html#NumConnectedComponents
Pathfinding.HierarchicalGraph.Tiling hierarchicalgraph.html#Tiling
Pathfinding.HierarchicalGraph.areas hierarchicalgraph.html#areas
Pathfinding.HierarchicalGraph.bounds hierarchicalgraph.html#bounds
Pathfinding.HierarchicalGraph.children hierarchicalgraph.html#children
Pathfinding.HierarchicalGraph.connectionAllocations hierarchicalgraph.html#connectionAllocations
Pathfinding.HierarchicalGraph.connectionAllocator hierarchicalgraph.html#connectionAllocator
Pathfinding.HierarchicalGraph.currentConnections hierarchicalgraph.html#currentConnections
Pathfinding.HierarchicalGraph.dirtiedHierarchicalNodes hierarchicalgraph.html#dirtiedHierarchicalNodes
Pathfinding.HierarchicalGraph.dirty hierarchicalgraph.html#dirty
Pathfinding.HierarchicalGraph.dirtyNodes hierarchicalgraph.html#dirtyNodes
Pathfinding.HierarchicalGraph.freeNodeIndices hierarchicalgraph.html#freeNodeIndices
Pathfinding.HierarchicalGraph.gcHandle hierarchicalgraph.html#gcHandle
Pathfinding.HierarchicalGraph.gizmoVersion hierarchicalgraph.html#gizmoVersion
Pathfinding.HierarchicalGraph.navmeshEdges hierarchicalgraph.html#navmeshEdges
Pathfinding.HierarchicalGraph.nodeStorage hierarchicalgraph.html#nodeStorage
Pathfinding.HierarchicalGraph.numHierarchicalNodes hierarchicalgraph.html#numHierarchicalNodes Holds areas.Length as a burst-accessible reference.
Pathfinding.HierarchicalGraph.rwLock hierarchicalgraph.html#rwLock
Pathfinding.HierarchicalGraph.temporaryQueue hierarchicalgraph.html#temporaryQueue
Pathfinding.HierarchicalGraph.temporaryStack hierarchicalgraph.html#temporaryStack
Pathfinding.HierarchicalGraph.version hierarchicalgraph.html#version
Pathfinding.HierarchicalGraph.versions hierarchicalgraph.html#versions
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]
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]
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]
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]
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>
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.
Pathfinding.IAstarAI.hasPath iastarai.html#hasPath True if this agent currently has a path that it follows.
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]
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.
Pathfinding.IAstarAI.maxSpeed iastarai.html#maxSpeed Max speed in world units per second.
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.
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]
Pathfinding.IAstarAI.pathPending iastarai.html#pathPending True if a path is currently being calculated.
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.
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]
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]
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]
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]
Pathfinding.IAstarAI.rotation iastarai.html#rotation Rotation of the agent. \n\nIn world space. \n\n[more in online documentation]
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.
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]
Pathfinding.IGraphInternals.SerializedEditorSettings igraphinternals.html#SerializedEditorSettings
Pathfinding.IGraphUpdatePromise.Progress igraphupdatepromise.html#Progress Returns the progress of the update. \n\nThis should be a value between 0 and 1.
Pathfinding.IOffMeshLinkHandler.name ioffmeshlinkhandler.html#name Name of the handler. \n\nThis is used to identify the handler in the inspector.
Pathfinding.IPathInternals.PathHandler ipathinternals.html#PathHandler
Pathfinding.IPathInternals.Pooled ipathinternals.html#Pooled
Pathfinding.IPathModifier.Order ipathmodifier.html#Order
Pathfinding.ITransformedGraph.transform itransformedgraph.html#transform
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]
Pathfinding.InspectorGridHexagonNodeSize pathfinding.html#InspectorGridHexagonNodeSize
Pathfinding.InspectorGridMode pathfinding.html#InspectorGridMode
Pathfinding.Int2.sqrMagnitudeLong int2.html#sqrMagnitudeLong
Pathfinding.Int2.x int2.html#x
Pathfinding.Int2.y int2.html#y
Pathfinding.Int3.FloatPrecision int3.html#FloatPrecision Precision as a float
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.
Pathfinding.Int3.PrecisionFactor int3.html#PrecisionFactor 1 divided by Precision
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
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>
Pathfinding.Int3.sqrMagnitude int3.html#sqrMagnitude The squared magnitude of the vector.
Pathfinding.Int3.sqrMagnitudeLong int3.html#sqrMagnitudeLong The squared magnitude of the vector.
Pathfinding.Int3.this[int i] int3.html#thisinti
Pathfinding.Int3.x int3.html#x
Pathfinding.Int3.y int3.html#y
Pathfinding.Int3.z int3.html#z
Pathfinding.Int3.zero int3.html#zero
Pathfinding.IntBounds.max intbounds.html#max
Pathfinding.IntBounds.min intbounds.html#min
Pathfinding.IntBounds.size intbounds.html#size
Pathfinding.IntBounds.volume intbounds.html#volume
Pathfinding.IntRect.Area intrect.html#Area
Pathfinding.IntRect.Height intrect.html#Height
Pathfinding.IntRect.Max intrect.html#Max
Pathfinding.IntRect.Min intrect.html#Min
Pathfinding.IntRect.Width intrect.html#Width
Pathfinding.IntRect.xmax intrect.html#xmax
Pathfinding.IntRect.xmin intrect.html#xmin
Pathfinding.IntRect.ymax intrect.html#ymax
Pathfinding.IntRect.ymin intrect.html#ymin
Pathfinding.Jobs.DisposeArena.buffer disposearena.html#buffer
Pathfinding.Jobs.DisposeArena.buffer2 disposearena.html#buffer2
Pathfinding.Jobs.DisposeArena.buffer3 disposearena.html#buffer3
Pathfinding.Jobs.DisposeArena.gcHandles disposearena.html#gcHandles
Pathfinding.Jobs.IJobExtensions.ManagedActionJob.handle managedactionjob.html#handle
Pathfinding.Jobs.IJobExtensions.ManagedJob.handle managedjob.html#handle
Pathfinding.Jobs.IJobParallelForBatched.allowBoundsChecks ijobparallelforbatched.html#allowBoundsChecks
Pathfinding.Jobs.IndexActionJob.action indexactionjob.html#action
Pathfinding.Jobs.IndexActionJob.length indexactionjob.html#length
Pathfinding.Jobs.JobAND.data joband.html#data
Pathfinding.Jobs.JobAND.result joband.html#result
Pathfinding.Jobs.JobCopy.from jobcopy.html#from
Pathfinding.Jobs.JobCopy.to jobcopy.html#to
Pathfinding.Jobs.JobCopyHits.hits jobcopyhits.html#hits
Pathfinding.Jobs.JobCopyHits.normals jobcopyhits.html#normals
Pathfinding.Jobs.JobCopyHits.points jobcopyhits.html#points
Pathfinding.Jobs.JobCopyHits.slice jobcopyhits.html#slice
Pathfinding.Jobs.JobCopyRectangle.input jobcopyrectangle.html#input
Pathfinding.Jobs.JobCopyRectangle.inputSlice jobcopyrectangle.html#inputSlice
Pathfinding.Jobs.JobCopyRectangle.output jobcopyrectangle.html#output
Pathfinding.Jobs.JobCopyRectangle.outputSlice jobcopyrectangle.html#outputSlice
Pathfinding.Jobs.JobDependencyAnalyzer.BufferOffset jobdependencyanalyzer.html#BufferOffset Offset to the m_Buffer field inside each NativeArray<T>
Pathfinding.Jobs.JobDependencyAnalyzer.ReflectionData.checkUninitializedRead reflectiondata.html#checkUninitializedRead
Pathfinding.Jobs.JobDependencyAnalyzer.ReflectionData.fieldNames reflectiondata.html#fieldNames
Pathfinding.Jobs.JobDependencyAnalyzer.ReflectionData.fieldOffsets reflectiondata.html#fieldOffsets
Pathfinding.Jobs.JobDependencyAnalyzer.ReflectionData.writes reflectiondata.html#writes
Pathfinding.Jobs.JobDependencyAnalyzer.SpanPtrOffset jobdependencyanalyzer.html#SpanPtrOffset
Pathfinding.Jobs.JobDependencyAnalyzer.reflectionData jobdependencyanalyzer.html#reflectionData
Pathfinding.Jobs.JobDependencyAnalyzerAssociated.combineSampler jobdependencyanalyzerassociated.html#combineSampler
Pathfinding.Jobs.JobDependencyAnalyzerAssociated.getDependenciesSampler jobdependencyanalyzerassociated.html#getDependenciesSampler
Pathfinding.Jobs.JobDependencyAnalyzerAssociated.initSampler jobdependencyanalyzerassociated.html#initSampler
Pathfinding.Jobs.JobDependencyAnalyzerAssociated.iteratingSlotsSampler jobdependencyanalyzerassociated.html#iteratingSlotsSampler
Pathfinding.Jobs.JobDependencyAnalyzerAssociated.jobCounter jobdependencyanalyzerassociated.html#jobCounter
Pathfinding.Jobs.JobDependencyAnalyzerAssociated.tempJobDependencyHashes jobdependencyanalyzerassociated.html#tempJobDependencyHashes
Pathfinding.Jobs.JobDependencyTracker.AllWritesDependency jobdependencytracker.html#AllWritesDependency JobHandle that represents a dependency for all jobs. \n\nAll native arrays that are written (and have been tracked by this tracker) to will have their final results in them when the returned job handle is complete.
Pathfinding.Jobs.JobDependencyTracker.JobInstance.handle jobinstance.html#handle
Pathfinding.Jobs.JobDependencyTracker.JobInstance.hash jobinstance.html#hash
Pathfinding.Jobs.JobDependencyTracker.JobOverlapCapsuleCommandDummy.commands joboverlapcapsulecommanddummy.html#commands
Pathfinding.Jobs.JobDependencyTracker.JobOverlapCapsuleCommandDummy.results joboverlapcapsulecommanddummy.html#results
Pathfinding.Jobs.JobDependencyTracker.JobOverlapSphereCommandDummy.commands joboverlapspherecommanddummy.html#commands
Pathfinding.Jobs.JobDependencyTracker.JobOverlapSphereCommandDummy.results joboverlapspherecommanddummy.html#results
Pathfinding.Jobs.JobDependencyTracker.JobRaycastCommandDummy.commands jobraycastcommanddummy.html#commands
Pathfinding.Jobs.JobDependencyTracker.JobRaycastCommandDummy.results jobraycastcommanddummy.html#results
Pathfinding.Jobs.JobDependencyTracker.NativeArraySlot.hasWrite nativearrayslot.html#hasWrite
Pathfinding.Jobs.JobDependencyTracker.NativeArraySlot.hash nativearrayslot.html#hash
Pathfinding.Jobs.JobDependencyTracker.NativeArraySlot.initialized nativearrayslot.html#initialized
Pathfinding.Jobs.JobDependencyTracker.NativeArraySlot.lastReads nativearrayslot.html#lastReads
Pathfinding.Jobs.JobDependencyTracker.NativeArraySlot.lastWrite nativearrayslot.html#lastWrite
Pathfinding.Jobs.JobDependencyTracker.arena jobdependencytracker.html#arena
Pathfinding.Jobs.JobDependencyTracker.dependenciesScratchBuffer jobdependencytracker.html#dependenciesScratchBuffer
Pathfinding.Jobs.JobDependencyTracker.forceLinearDependencies jobdependencytracker.html#forceLinearDependencies
Pathfinding.Jobs.JobDependencyTracker.linearDependencies jobdependencytracker.html#linearDependencies
Pathfinding.Jobs.JobDependencyTracker.slots jobdependencytracker.html#slots
Pathfinding.Jobs.JobDependencyTracker.supportsMultithreading jobdependencytracker.html#supportsMultithreading
Pathfinding.Jobs.JobDependencyTracker.timeSlice jobdependencytracker.html#timeSlice
Pathfinding.Jobs.JobHandleWithMainThreadWork.coroutine jobhandlewithmainthreadwork.html#coroutine
Pathfinding.Jobs.JobHandleWithMainThreadWork.tracker jobhandlewithmainthreadwork.html#tracker
Pathfinding.Jobs.JobMaxHitCount.hits jobmaxhitcount.html#hits
Pathfinding.Jobs.JobMaxHitCount.layerStride jobmaxhitcount.html#layerStride
Pathfinding.Jobs.JobMaxHitCount.maxHitCount jobmaxhitcount.html#maxHitCount
Pathfinding.Jobs.JobMaxHitCount.maxHits jobmaxhitcount.html#maxHits
Pathfinding.Jobs.JobMemSet.data jobmemset.html#data
Pathfinding.Jobs.JobMemSet.value jobmemset.html#value
Pathfinding.Jobs.JobParallelForBatchedExtensions.ParallelForBatchJobStruct.jobReflectionData parallelforbatchjobstruct.html#jobReflectionData
Pathfinding.Jobs.JobRaycastAll.JobCombineResults.maxHits jobcombineresults.html#maxHits
Pathfinding.Jobs.JobRaycastAll.JobCombineResults.results jobcombineresults.html#results
Pathfinding.Jobs.JobRaycastAll.JobCombineResults.semiResults jobcombineresults.html#semiResults
Pathfinding.Jobs.JobRaycastAll.JobCreateCommands.commands jobcreatecommands.html#commands
Pathfinding.Jobs.JobRaycastAll.JobCreateCommands.minStep jobcreatecommands.html#minStep
Pathfinding.Jobs.JobRaycastAll.JobCreateCommands.physicsScene jobcreatecommands.html#physicsScene
Pathfinding.Jobs.JobRaycastAll.JobCreateCommands.raycastHits jobcreatecommands.html#raycastHits
Pathfinding.Jobs.JobRaycastAll.commands jobraycastall.html#commands
Pathfinding.Jobs.JobRaycastAll.maxHits jobraycastall.html#maxHits
Pathfinding.Jobs.JobRaycastAll.minStep jobraycastall.html#minStep
Pathfinding.Jobs.JobRaycastAll.physicsScene jobraycastall.html#physicsScene
Pathfinding.Jobs.JobRaycastAll.results jobraycastall.html#results
Pathfinding.Jobs.JobRaycastAll.semiResults jobraycastall.html#semiResults
Pathfinding.Jobs.JobRotate3DArray.arr jobrotate3darray.html#arr
Pathfinding.Jobs.JobRotate3DArray.dx jobrotate3darray.html#dx
Pathfinding.Jobs.JobRotate3DArray.dz jobrotate3darray.html#dz
Pathfinding.Jobs.JobRotate3DArray.size jobrotate3darray.html#size
Pathfinding.Jobs.LinearDependencies jobs2.html#LinearDependencies
Pathfinding.Jobs.RWLock.CombinedReadLockAsync.dependency combinedreadlockasync.html#dependency
Pathfinding.Jobs.RWLock.CombinedReadLockAsync.lock1 combinedreadlockasync.html#lock1
Pathfinding.Jobs.RWLock.CombinedReadLockAsync.lock2 combinedreadlockasync.html#lock2
Pathfinding.Jobs.RWLock.LockSync.inner locksync.html#inner
Pathfinding.Jobs.RWLock.ReadLockAsync.dependency readlockasync.html#dependency
Pathfinding.Jobs.RWLock.ReadLockAsync.inner readlockasync.html#inner
Pathfinding.Jobs.RWLock.WriteLockAsync.dependency writelockasync.html#dependency
Pathfinding.Jobs.RWLock.WriteLockAsync.inner writelockasync.html#inner
Pathfinding.Jobs.RWLock.lastRead rwlock.html#lastRead
Pathfinding.Jobs.RWLock.lastWrite rwlock.html#lastWrite
Pathfinding.Jobs.Slice3D.coversEverything slice3d.html#coversEverything True if the slice covers the whole outer array.
Pathfinding.Jobs.Slice3D.innerStrides slice3d.html#innerStrides
Pathfinding.Jobs.Slice3D.int slice3d.html#int
Pathfinding.Jobs.Slice3D.length slice3d.html#length
Pathfinding.Jobs.Slice3D.outerSize slice3d.html#outerSize
Pathfinding.Jobs.Slice3D.outerStartIndex slice3d.html#outerStartIndex
Pathfinding.Jobs.Slice3D.outerStrides slice3d.html#outerStrides
Pathfinding.Jobs.Slice3D.slice slice3d.html#slice
Pathfinding.Jobs.SliceActionJob.action sliceactionjob.html#action
Pathfinding.Jobs.SliceActionJob.slice sliceactionjob.html#slice
Pathfinding.Jobs.SpinLock.locked spinlock.html#locked
Pathfinding.Jobs.TimeSlice.Infinite timeslice.html#Infinite
Pathfinding.Jobs.TimeSlice.endTick timeslice.html#endTick
Pathfinding.Jobs.TimeSlice.expired timeslice.html#expired
Pathfinding.LayerGridGraph.LayerCount layergridgraph.html#LayerCount
Pathfinding.LayerGridGraph.MaxLayers layergridgraph.html#MaxLayers
Pathfinding.LayerGridGraph.characterHeight layergridgraph.html#characterHeight Nodes with a short distance to the node above it will be set unwalkable.
Pathfinding.LayerGridGraph.lastScannedDepth layergridgraph.html#lastScannedDepth
Pathfinding.LayerGridGraph.lastScannedWidth layergridgraph.html#lastScannedWidth
Pathfinding.LayerGridGraph.layerCount layergridgraph.html#layerCount Number of layers. \n\n[more in online documentation]
Pathfinding.LevelGridNode.AllConnectionsMask levelgridnode.html#AllConnectionsMask
Pathfinding.LevelGridNode.AxisAlignedConnectionsMask levelgridnode.html#AxisAlignedConnectionsMask
Pathfinding.LevelGridNode.ConnectionMask levelgridnode.html#ConnectionMask
Pathfinding.LevelGridNode.ConnectionStride levelgridnode.html#ConnectionStride
Pathfinding.LevelGridNode.DiagonalConnectionsMask levelgridnode.html#DiagonalConnectionsMask
Pathfinding.LevelGridNode.HasAnyGridConnections levelgridnode.html#HasAnyGridConnections
Pathfinding.LevelGridNode.HasConnectionsToAllAxisAlignedNeighbours levelgridnode.html#HasConnectionsToAllAxisAlignedNeighbours
Pathfinding.LevelGridNode.HasConnectionsToAllEightNeighbours levelgridnode.html#HasConnectionsToAllEightNeighbours
Pathfinding.LevelGridNode.LayerCoordinateInGrid levelgridnode.html#LayerCoordinateInGrid Layer coordinate of the node in the grid. \n\nIf there are multiple nodes in the same (x,z) cell, then they will be stored in different layers. Together with NodeInGridIndex, you can look up the node in the nodes array <b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.LevelGridNode.MaxLayerCount levelgridnode.html#MaxLayerCount Maximum number of layers the layered grid graph supports. \n\nThis can be changed in the A* Inspector -> Optimizations tab by enabling or disabling the ASTAR_LEVELGRIDNODE_MORE_LAYERS option.
Pathfinding.LevelGridNode.MaxNeighbours levelgridnode.html#MaxNeighbours
Pathfinding.LevelGridNode.NoConnection levelgridnode.html#NoConnection
Pathfinding.LevelGridNode._gridGraphs levelgridnode.html#_gridGraphs
Pathfinding.LevelGridNode.gridConnections levelgridnode.html#gridConnections
Pathfinding.LevelGridNode.gridGraphs levelgridnode.html#gridGraphs
Pathfinding.LinkGraph.LinkGraphUpdatePromise.graph linkgraphupdatepromise.html#graph
Pathfinding.LinkGraph.isScanned linkgraph.html#isScanned
Pathfinding.LinkGraph.nodeCount linkgraph.html#nodeCount
Pathfinding.LinkGraph.nodes linkgraph.html#nodes
Pathfinding.LinkGraph.persistent linkgraph.html#persistent
Pathfinding.LinkGraph.showInInspector linkgraph.html#showInInspector
Pathfinding.LinkNode.linkConcrete linknode.html#linkConcrete
Pathfinding.LinkNode.linkSource linknode.html#linkSource
Pathfinding.LinkNode.nodeInGraphIndex linknode.html#nodeInGraphIndex
Pathfinding.LocalSpaceGraph.graphTransform localspacegraph.html#graphTransform
Pathfinding.LocalSpaceGraph.originalMatrix localspacegraph.html#originalMatrix
Pathfinding.LocalSpaceGraph.transformation localspacegraph.html#transformation
Pathfinding.Math pathfinding.html#Math
Pathfinding.MeshNode.connections meshnode.html#connections All connections from this node. \n\n[more in online documentation]\n\n\nMay be null if the node has no connections.
Pathfinding.MonoModifier.Order monomodifier.html#Order Modifiers will be executed from lower order to higher order. \n\nThis value is assumed to stay constant.
Pathfinding.MonoModifier.seeker monomodifier.html#seeker
Pathfinding.MoveInCircle.ai moveincircle.html#ai
Pathfinding.MoveInCircle.offset moveincircle.html#offset Distance between the agent's current position, and the destination it will get. \n\nUse a negative value to make the agent move in the opposite direction around the circle.
Pathfinding.MoveInCircle.radius moveincircle.html#radius Radius of the circle.
Pathfinding.MoveInCircle.target moveincircle.html#target Target point to rotate around.
Pathfinding.MultiTargetPath.callbacks multitargetpath.html#callbacks Callbacks to call for each individual path.
Pathfinding.MultiTargetPath.chosenTarget multitargetpath.html#chosenTarget The closest target index (if any target was found)
Pathfinding.MultiTargetPath.endPointKnownBeforeCalculation multitargetpath.html#endPointKnownBeforeCalculation
Pathfinding.MultiTargetPath.inverted multitargetpath.html#inverted False if the path goes from one point to multiple targets. \n\nTrue if it goes from multiple start points to one target point
Pathfinding.MultiTargetPath.nodePaths multitargetpath.html#nodePaths Stores all paths to the targets. \n\nElements are null if no path was found
Pathfinding.MultiTargetPath.originalTargetPoints multitargetpath.html#originalTargetPoints Target points specified when creating the path. \n\nThese are not snapped to the nearest nodes
Pathfinding.MultiTargetPath.pathsForAll multitargetpath.html#pathsForAll If true, a path to all targets will be returned, otherwise just the one to the closest one.
Pathfinding.MultiTargetPath.targetNodeCount multitargetpath.html#targetNodeCount Number of target nodes left to find.
Pathfinding.MultiTargetPath.targetNodes multitargetpath.html#targetNodes Nearest nodes to the targetPoints.
Pathfinding.MultiTargetPath.targetPathCosts multitargetpath.html#targetPathCosts The cost of the calculated path for each target. \n\nWill be 0 if a path was not found.
Pathfinding.MultiTargetPath.targetPoints multitargetpath.html#targetPoints Target points specified when creating the path. \n\nThese are snapped to the nearest nodes
Pathfinding.MultiTargetPath.targetsFound multitargetpath.html#targetsFound Indicates if the target has been found. \n\nAlso true if the target cannot be reached (is in another area)
Pathfinding.MultiTargetPath.vectorPaths multitargetpath.html#vectorPaths Stores all vector paths to the targets. \n\nElements are null if no path was found
Pathfinding.NNConstraint.Default nnconstraint.html#Default The default NNConstraint. \n\nEquivalent to new NNConstraint (). This NNConstraint has settings which works for most, it only finds walkable nodes and it constrains distance set by A* Inspector -> Settings -> Max Nearest Node Distance\n\n[more in online documentation]
Pathfinding.NNConstraint.None nnconstraint.html#None Returns a constraint which does not filter the results.
Pathfinding.NNConstraint.Walkable nnconstraint.html#Walkable An NNConstraint which filters out unwalkable nodes. \n\nThis is the most commonly used NNConstraint.\n\nIt also constrains the nearest node to be within the distance set by A* Inspector -> Settings -> Max Nearest Node Distance
Pathfinding.NNConstraint.area nnconstraint.html#area Area ID to constrain to. \n\nWill not affect anything if less than 0 (zero) or if constrainArea is false
Pathfinding.NNConstraint.constrainArea nnconstraint.html#constrainArea Only treat nodes in the area area as suitable. \n\nDoes not affect anything if area is less than 0 (zero)
Pathfinding.NNConstraint.constrainDistance nnconstraint.html#constrainDistance Constrain distance to node. \n\nUses distance from AstarPath.maxNearestNodeDistance. If this is false, it will completely ignore the distance limit.\n\nIf there are no suitable nodes within the distance limit then the search will terminate with a null node as a result. \n\n[more in online documentation]
Pathfinding.NNConstraint.constrainTags nnconstraint.html#constrainTags Sets if tags should be constrained. \n\n[more in online documentation]
Pathfinding.NNConstraint.constrainWalkability nnconstraint.html#constrainWalkability Constrain the search to only walkable or unwalkable nodes depending on walkable.
Pathfinding.NNConstraint.distanceMetric nnconstraint.html#distanceMetric Determines how to measure distances to the navmesh. \n\nThe default is a euclidean distance, which works well for most things.\n\n[more in online documentation]
Pathfinding.NNConstraint.distanceXZ nnconstraint.html#distanceXZ if available, do an XZ check instead of checking on all axes. \n\nThe navmesh/recast graph as well as the grid/layered grid graph supports this.\n\nThis can be important on sloped surfaces. See the image below in which the closest point for each blue point is queried for: <b>[image in online documentation]</b>\n\n[more in online documentation]
Pathfinding.NNConstraint.graphMask nnconstraint.html#graphMask Graphs treated as valid to search on. \n\nThis is a bitmask meaning that bit 0 specifies whether or not the first graph in the graphs list should be able to be included in the search, bit 1 specifies whether or not the second graph should be included and so on. <b>[code in online documentation]</b><b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.NNConstraint.tags nnconstraint.html#tags Nodes which have any of these tags set are suitable. \n\nThis is a bitmask, i.e bit 0 indicates that tag 0 is good, bit 3 indicates tag 3 is good etc. \n\n[more in online documentation]
Pathfinding.NNConstraint.walkable nnconstraint.html#walkable Only search for walkable or unwalkable nodes if constrainWalkability is enabled. \n\nIf true, only walkable nodes will be searched for, otherwise only unwalkable nodes will be searched for. Does not affect anything if constrainWalkability if false.
Pathfinding.NNInfo.Empty nninfo.html#Empty
Pathfinding.NNInfo.clampedPosition nninfo.html#clampedPosition Closest point on the navmesh. \n\n[more in online documentation]
Pathfinding.NNInfo.distanceCostSqr nninfo.html#distanceCostSqr Cost for picking this node as the closest node. \n\nThis is typically the squared distance from the query point to position.\n\nHowever, it may be different if the NNConstraint used a different cost function. For example, if NNConstraint.distanceMetric is DistanceMetric.ClosestAsSeenFromAbove(), then this value will be the squared distance in the XZ plane.\n\nThis value is not guaranteed to be smaller or equal to the squared euclidean distance from the query point to position. In particular for a navmesh/recast graph with a DistanceMetric.ClosestAsSeenFromAboveSoft NNConstraint it may be slightly greater for some configurations. This is fine because we are only using this value for the rough distance limit performanced by AstarPath.maxNearestNodeDistance, and it's not a problem if it is slightly inaccurate.\n\n[more in online documentation]\nIf node is null, then this value is positive infinity.
Pathfinding.NNInfo.node nninfo.html#node Closest node. \n\nMay be null if there was no node which satisfied all constraints of the search.
Pathfinding.NNInfo.position nninfo.html#position Closest point on the navmesh. \n\nThis is the query position clamped to the closest point on the node.\n\nIf node is null, then this value is (+inf, +inf, +inf).
Pathfinding.NavGraph.SerializedEditorSettings navgraph.html#SerializedEditorSettings
Pathfinding.NavGraph.active navgraph.html#active Reference to the AstarPath object in the scene.
Pathfinding.NavGraph.bounds navgraph.html#bounds World bounding box for the graph. \n\nThis always contains the whole graph.\n\n[more in online documentation]\nIt is ok for a graph type to return an infinitely large bounding box, but this may make some operations less efficient. The point graph will always return an infinitely large bounding box.
Pathfinding.NavGraph.drawGizmos navgraph.html#drawGizmos Enable to draw gizmos in the Unity scene view. \n\nIn the inspector this value corresponds to the state of the 'eye' icon in the top left corner of every graph inspector.
Pathfinding.NavGraph.exists navgraph.html#exists True if the graph exists, false if it has been destroyed.
Pathfinding.NavGraph.graphIndex navgraph.html#graphIndex Index of the graph, used for identification purposes.
Pathfinding.NavGraph.guid navgraph.html#guid Used as an ID of the graph, considered to be unique. \n\n[more in online documentation]
Pathfinding.NavGraph.infoScreenOpen navgraph.html#infoScreenOpen Used in the editor to check if the info screen is open. \n\nShould be inside UNITY_EDITOR only #ifs but just in case anyone tries to serialize a NavGraph instance using Unity, I have left it like this as it would otherwise cause a crash when building. Version 3.0.8.1 was released because of this bug only
Pathfinding.NavGraph.initialPenalty navgraph.html#initialPenalty Default penalty to apply to all nodes. \n\n[more in online documentation]
Pathfinding.NavGraph.isScanned navgraph.html#isScanned True if the graph has been scanned and contains nodes. \n\nGraphs are typically scanned when the game starts, but they can also be scanned manually.\n\nIf a graph has not been scanned, it does not contain any nodes and it not possible to use it for pathfinding.\n\n[more in online documentation]
Pathfinding.NavGraph.name navgraph.html#name Name of the graph. \n\nCan be set in the unity editor
Pathfinding.NavGraph.open navgraph.html#open Is the graph open in the editor.
Pathfinding.NavGraph.persistent navgraph.html#persistent True if the graph will be included when serializing graph data. \n\nIf false, the graph will be ignored when saving graph data.\n\nMost graphs are persistent, but the LinkGraph is not persistent because links are always re-created from components at runtime.
Pathfinding.NavGraph.serializedEditorSettings navgraph.html#serializedEditorSettings Used in the Unity editor to store serialized settings for graph inspectors.
Pathfinding.NavGraph.showInInspector navgraph.html#showInInspector True if the graph should be visible in the editor. \n\nFalse is used for some internal graph types that users don't have to worry about.
Pathfinding.NavMeshGraph.MaxTileConnectionEdgeDistance navmeshgraph.html#MaxTileConnectionEdgeDistance
Pathfinding.NavMeshGraph.NavMeshGraphScanPromise.emptyGraph navmeshgraphscanpromise.html#emptyGraph
Pathfinding.NavMeshGraph.NavMeshGraphScanPromise.forcedBoundsSize navmeshgraphscanpromise.html#forcedBoundsSize
Pathfinding.NavMeshGraph.NavMeshGraphScanPromise.graph navmeshgraphscanpromise.html#graph
Pathfinding.NavMeshGraph.NavMeshGraphScanPromise.tileRect navmeshgraphscanpromise.html#tileRect
Pathfinding.NavMeshGraph.NavMeshGraphScanPromise.tiles navmeshgraphscanpromise.html#tiles
Pathfinding.NavMeshGraph.NavMeshGraphScanPromise.transform navmeshgraphscanpromise.html#transform
Pathfinding.NavMeshGraph.NavMeshGraphUpdatePromise.graph navmeshgraphupdatepromise.html#graph
Pathfinding.NavMeshGraph.NavMeshGraphUpdatePromise.graphUpdates navmeshgraphupdatepromise.html#graphUpdates
Pathfinding.NavMeshGraph.NavmeshCuttingCharacterRadius navmeshgraph.html#NavmeshCuttingCharacterRadius
Pathfinding.NavMeshGraph.RecalculateNormals navmeshgraph.html#RecalculateNormals
Pathfinding.NavMeshGraph.TileWorldSizeX navmeshgraph.html#TileWorldSizeX
Pathfinding.NavMeshGraph.TileWorldSizeZ navmeshgraph.html#TileWorldSizeZ
Pathfinding.NavMeshGraph.bounds navmeshgraph.html#bounds World bounding box for the graph. \n\nThis always contains the whole graph.\n\n[more in online documentation]\nIf no mesh has been assigned, this will return a zero sized bounding box at the origin.\n\n <b>[image in online documentation]</b>
Pathfinding.NavMeshGraph.cachedSourceMeshBoundsMin navmeshgraph.html#cachedSourceMeshBoundsMin Cached bounding box minimum of sourceMesh. \n\nThis is important when the graph has been saved to a file and is later loaded again, but the original mesh does not exist anymore (or has been moved). In that case we still need to be able to find the bounding box since the CalculateTransform method uses it.
Pathfinding.NavMeshGraph.navmeshCuttingCharacterRadius navmeshgraph.html#navmeshCuttingCharacterRadius Radius to use when expanding navmesh cuts. \n\n[more in online documentation]
Pathfinding.NavMeshGraph.offset navmeshgraph.html#offset Offset in world space.
Pathfinding.NavMeshGraph.recalculateNormals navmeshgraph.html#recalculateNormals Determines how normals are calculated. \n\nDisable for spherical graphs or other complicated surfaces that allow the agents to e.g walk on walls or ceilings.\n\nBy default the normals of the mesh will be flipped so that they point as much as possible in the upwards direction. The normals are important when connecting adjacent nodes. Two adjacent nodes will only be connected if they are oriented the same way. This is particularly important if you have a navmesh on the walls or even on the ceiling of a room. Or if you are trying to make a spherical navmesh. If you do one of those things then you should set disable this setting and make sure the normals in your source mesh are properly set.\n\nIf you for example take a look at the image below. In the upper case then the nodes on the bottom half of the mesh haven't been connected with the nodes on the upper half because the normals on the lower half will have been modified to point inwards (as that is the direction that makes them face upwards the most) while the normals on the upper half point outwards. This causes the nodes to not connect properly along the seam. When this option is set to false instead the nodes are connected properly as in the original mesh all normals point outwards. <b>[image in online documentation]</b>\n\nThe default value of this field is true to reduce the risk for errors in the common case. If a mesh is supplied that has all normals pointing downwards and this option is false, then some methods like PointOnNavmesh will not work correctly as they assume that the normals point upwards. For a more complicated surface like a spherical graph those methods make no sense anyway as there is no clear definition of what it means to be "inside" a triangle when there is no clear up direction.
Pathfinding.NavMeshGraph.rotation navmeshgraph.html#rotation Rotation in degrees.
Pathfinding.NavMeshGraph.scale navmeshgraph.html#scale Scale of the graph.
Pathfinding.NavMeshGraph.sourceMesh navmeshgraph.html#sourceMesh Mesh to construct navmesh from.
Pathfinding.NavmeshAdd.Center navmeshadd.html#Center
Pathfinding.NavmeshAdd.GizmoColor navmeshadd.html#GizmoColor
Pathfinding.NavmeshAdd.MeshType navmeshadd.html#MeshType
Pathfinding.NavmeshAdd.center navmeshadd.html#center
Pathfinding.NavmeshAdd.gizmoBuffer navmeshadd.html#gizmoBuffer
Pathfinding.NavmeshAdd.mesh navmeshadd.html#mesh Custom mesh to use. \n\nThe contour(s) of the mesh will be extracted. If you get the "max perturbations" error when cutting with this, check the normals on the mesh. They should all point in the same direction. Try flipping them if that does not help.
Pathfinding.NavmeshAdd.meshScale navmeshadd.html#meshScale
Pathfinding.NavmeshAdd.rectangleSize navmeshadd.html#rectangleSize Size of the rectangle.
Pathfinding.NavmeshAdd.tr navmeshadd.html#tr cached transform component
Pathfinding.NavmeshAdd.tris navmeshadd.html#tris Cached triangles.
Pathfinding.NavmeshAdd.type navmeshadd.html#type
Pathfinding.NavmeshAdd.updateDistance navmeshadd.html#updateDistance Distance between positions to require an update of the navmesh. \n\nA smaller distance gives better accuracy, but requires more updates when moving the object over time, so it is often slower.
Pathfinding.NavmeshAdd.updateRotationDistance navmeshadd.html#updateRotationDistance How many degrees rotation that is required for an update to the navmesh. \n\nShould be between 0 and 180.
Pathfinding.NavmeshAdd.useRotationAndScale navmeshadd.html#useRotationAndScale Includes rotation and scale in calculations. \n\nThis is slower since a lot more matrix multiplications are needed but gives more flexibility.
Pathfinding.NavmeshAdd.verts navmeshadd.html#verts Cached vertices.
Pathfinding.NavmeshBase.LinecastShapeEdgeLookup navmeshbase.html#LinecastShapeEdgeLookup Used to optimize linecasts by precomputing some values.
Pathfinding.NavmeshBase.MaxTileConnectionEdgeDistance navmeshbase.html#MaxTileConnectionEdgeDistance Maximum (vertical) distance between the sides of two nodes for them to be connected across a tile edge. \n\nWhen tiles are connected to each other, the nodes sometimes do not line up perfectly so some allowance must be made to allow tiles that do not match exactly to be connected with each other.
Pathfinding.NavmeshBase.NNConstraintNoneXZ navmeshbase.html#NNConstraintNoneXZ Cached NNConstraint.None with distanceXZ=true to reduce allocations.
Pathfinding.NavmeshBase.NavmeshCuttingCharacterRadius navmeshbase.html#NavmeshCuttingCharacterRadius
Pathfinding.NavmeshBase.OnRecalculatedTiles navmeshbase.html#OnRecalculatedTiles Called when tiles have been completely recalculated. \n\nThis is called after scanning the graph and after performing graph updates that completely recalculate tiles (not ones that simply modify e.g penalties). It is not called after NavmeshCut updates.
Pathfinding.NavmeshBase.RecalculateNormals navmeshbase.html#RecalculateNormals Determines how normals are calculated. \n\nDisable for spherical graphs or other complicated surfaces that allow the agents to e.g walk on walls or ceilings.\n\nBy default the normals of the mesh will be flipped so that they point as much as possible in the upwards direction. The normals are important when connecting adjacent nodes. Two adjacent nodes will only be connected if they are oriented the same way. This is particularly important if you have a navmesh on the walls or even on the ceiling of a room. Or if you are trying to make a spherical navmesh. If you do one of those things then you should set disable this setting and make sure the normals in your source mesh are properly set.\n\nIf you for example take a look at the image below. In the upper case then the nodes on the bottom half of the mesh haven't been connected with the nodes on the upper half because the normals on the lower half will have been modified to point inwards (as that is the direction that makes them face upwards the most) while the normals on the upper half point outwards. This causes the nodes to not connect properly along the seam. When this option is set to false instead the nodes are connected properly as in the original mesh all normals point outwards. <b>[image in online documentation]</b>\n\nThe default value of this field is true to reduce the risk for errors in the common case. If a mesh is supplied that has all normals pointing downwards and this option is false, then some methods like PointOnNavmesh will not work correctly as they assume that the normals point upwards. For a more complicated surface like a spherical graph those methods make no sense anyway as there is no clear definition of what it means to be "inside" a triangle when there is no clear up direction.
Pathfinding.NavmeshBase.TileIndexMask navmeshbase.html#TileIndexMask
Pathfinding.NavmeshBase.TileIndexOffset navmeshbase.html#TileIndexOffset
Pathfinding.NavmeshBase.TileWorldSizeX navmeshbase.html#TileWorldSizeX Size of a tile in world units along the X axis.
Pathfinding.NavmeshBase.TileWorldSizeZ navmeshbase.html#TileWorldSizeZ Size of a tile in world units along the Z axis.
Pathfinding.NavmeshBase.VertexIndexMask navmeshbase.html#VertexIndexMask
Pathfinding.NavmeshBase.batchNodesToDestroy navmeshbase.html#batchNodesToDestroy List of nodes that are going to be destroyed as part of a batch update.
Pathfinding.NavmeshBase.batchTileUpdate navmeshbase.html#batchTileUpdate Currently updating tiles in a batch.
Pathfinding.NavmeshBase.batchUpdatedTiles navmeshbase.html#batchUpdatedTiles List of tiles updating during batch.
Pathfinding.NavmeshBase.enableNavmeshCutting navmeshbase.html#enableNavmeshCutting Should navmesh cuts affect this graph. \n\n[more in online documentation]
Pathfinding.NavmeshBase.forcedBoundsSize navmeshbase.html#forcedBoundsSize Size of the bounding box.
Pathfinding.NavmeshBase.isScanned navmeshbase.html#isScanned
Pathfinding.NavmeshBase.navmeshUpdateData navmeshbase.html#navmeshUpdateData Handles navmesh cutting. \n\n[more in online documentation]
Pathfinding.NavmeshBase.nearestSearchOnlyXZ navmeshbase.html#nearestSearchOnlyXZ Perform nearest node searches in XZ space only. \n\nRecomended for single-layered environments. Faster but can be inaccurate esp. in multilayered contexts. You should not use this if the graph is rotated since then the XZ plane no longer corresponds to the ground plane.\n\nThis can be important on sloped surfaces. See the image below in which the closest point for each blue point is queried for: <b>[image in online documentation]</b>\n\nYou can also control this using a field on an NNConstraint object.\n\n[more in online documentation]
Pathfinding.NavmeshBase.nodeRecyclingHashBuffer navmeshbase.html#nodeRecyclingHashBuffer Temporary buffer used in PrepareNodeRecycling.
Pathfinding.NavmeshBase.showMeshOutline navmeshbase.html#showMeshOutline Show an outline of the polygons in the Unity Editor.
Pathfinding.NavmeshBase.showMeshSurface navmeshbase.html#showMeshSurface Show the surface of the navmesh.
Pathfinding.NavmeshBase.showNodeConnections navmeshbase.html#showNodeConnections Show the connections between the polygons in the Unity Editor.
Pathfinding.NavmeshBase.tileXCount navmeshbase.html#tileXCount Number of tiles along the X-axis.
Pathfinding.NavmeshBase.tileZCount navmeshbase.html#tileZCount Number of tiles along the Z-axis.
Pathfinding.NavmeshBase.tiles navmeshbase.html#tiles All tiles. \n\n[more in online documentation]
Pathfinding.NavmeshBase.transform navmeshbase.html#transform Determines how the graph transforms graph space to world space. \n\n[more in online documentation]
Pathfinding.NavmeshClamp.prevNode navmeshclamp.html#prevNode
Pathfinding.NavmeshClamp.prevPos navmeshclamp.html#prevPos
Pathfinding.NavmeshClipper.OnDisableCallback navmeshclipper.html#OnDisableCallback Called every time a NavmeshCut/NavmeshAdd component is disabled.
Pathfinding.NavmeshClipper.OnEnableCallback navmeshclipper.html#OnEnableCallback Called every time a NavmeshCut/NavmeshAdd component is enabled.
Pathfinding.NavmeshClipper.all navmeshclipper.html#all
Pathfinding.NavmeshClipper.allEnabled navmeshclipper.html#allEnabled All navmesh clipper components in the scene. \n\nNot ordered in any particular way. \n\n[more in online documentation]
Pathfinding.NavmeshClipper.graphMask navmeshclipper.html#graphMask Which graphs that are affected by this component. \n\nYou can use this to make a graph ignore a particular navmesh cut altogether.\n\nNote that navmesh cuts can only affect navmesh/recast graphs.\n\nIf you change this field during runtime you must disable the component and enable it again for the changes to be detected.\n\n[more in online documentation]
Pathfinding.NavmeshClipper.listIndex navmeshclipper.html#listIndex
Pathfinding.NavmeshCut.Contour.contour contour.html#contour
Pathfinding.NavmeshCut.Contour.ymax contour.html#ymax
Pathfinding.NavmeshCut.Contour.ymin contour.html#ymin
Pathfinding.NavmeshCut.ContourBurst.endIndex contourburst.html#endIndex
Pathfinding.NavmeshCut.ContourBurst.startIndex contourburst.html#startIndex
Pathfinding.NavmeshCut.ContourBurst.ymax contourburst.html#ymax
Pathfinding.NavmeshCut.ContourBurst.ymin contourburst.html#ymin
Pathfinding.NavmeshCut.GizmoColor navmeshcut.html#GizmoColor
Pathfinding.NavmeshCut.GizmoColor2 navmeshcut.html#GizmoColor2
Pathfinding.NavmeshCut.MeshType navmeshcut.html#MeshType
Pathfinding.NavmeshCut.RadiusExpansionMode navmeshcut.html#RadiusExpansionMode
Pathfinding.NavmeshCut.center navmeshcut.html#center
Pathfinding.NavmeshCut.circleRadius navmeshcut.html#circleRadius Radius of the circle.
Pathfinding.NavmeshCut.circleResolution navmeshcut.html#circleResolution Number of vertices on the circle.
Pathfinding.NavmeshCut.contourTransformationMatrix navmeshcut.html#contourTransformationMatrix
Pathfinding.NavmeshCut.cutsAddedGeom navmeshcut.html#cutsAddedGeom Cuts geometry added by a NavmeshAdd component. \n\nYou rarely need to change this
Pathfinding.NavmeshCut.edges navmeshcut.html#edges Cached variable, to avoid allocations.
Pathfinding.NavmeshCut.height navmeshcut.html#height The cut will be extruded to this height.
Pathfinding.NavmeshCut.isDual navmeshcut.html#isDual Only makes a split in the navmesh, but does not remove the geometry to make a hole. \n\nThis is slower than a normal cut
Pathfinding.NavmeshCut.lastMesh navmeshcut.html#lastMesh
Pathfinding.NavmeshCut.mesh navmeshcut.html#mesh Custom mesh to use. \n\nThe contour(s) of the mesh will be extracted. If you get the "max perturbations" error when cutting with this, check the normals on the mesh. They should all point in the same direction. Try flipping them if that does not help.\n\nThis mesh should only be a 2D surface, not a volume.
Pathfinding.NavmeshCut.meshContourVertices navmeshcut.html#meshContourVertices
Pathfinding.NavmeshCut.meshContours navmeshcut.html#meshContours
Pathfinding.NavmeshCut.meshScale navmeshcut.html#meshScale Scale of the custom mesh, if used.
Pathfinding.NavmeshCut.pointers navmeshcut.html#pointers Cached variable, to avoid allocations.
Pathfinding.NavmeshCut.radiusExpansionMode navmeshcut.html#radiusExpansionMode If the cut should be expanded by the agent radius or not. \n\nSee RadiusExpansionMode for more details.
Pathfinding.NavmeshCut.rectangleSize navmeshcut.html#rectangleSize Size of the rectangle.
Pathfinding.NavmeshCut.tr navmeshcut.html#tr cached transform component
Pathfinding.NavmeshCut.type navmeshcut.html#type Shape of the cut.
Pathfinding.NavmeshCut.updateDistance navmeshcut.html#updateDistance How much the cut must move before the navmesh is updated. \n\nA smaller distance gives better accuracy, but requires more updates when moving the object over time, so it is often slower.\n\nEven if the graph update itself is fast, having a low value can make agents have to recalculate their paths a lot more often, leading to lower performance.
Pathfinding.NavmeshCut.updateRotationDistance navmeshcut.html#updateRotationDistance How many degrees the object must rotate before the navmesh is updated. \n\nShould be between 0 and 180.
Pathfinding.NavmeshCut.useRotationAndScale navmeshcut.html#useRotationAndScale Includes rotation and scale in calculations. \n\nIf this is disabled, the object's rotation and scale is not taken into account when determining the shape of the cut.\n\nEnabling this is a bit slower, since a lot more matrix multiplications are needed.
Pathfinding.NavmeshCutEditor.MeshTypeOptions navmeshcuteditor.html#MeshTypeOptions
Pathfinding.NavmeshCutJobs.AngleComparator.origin anglecomparator.html#origin
Pathfinding.NavmeshCutJobs.BoxCorners navmeshcutjobs.html#BoxCorners
Pathfinding.NavmeshCutJobs.JobCalculateContour.circleRadius jobcalculatecontour.html#circleRadius
Pathfinding.NavmeshCutJobs.JobCalculateContour.circleResolution jobcalculatecontour.html#circleResolution
Pathfinding.NavmeshCutJobs.JobCalculateContour.height jobcalculatecontour.html#height
Pathfinding.NavmeshCutJobs.JobCalculateContour.localToWorldMatrix jobcalculatecontour.html#localToWorldMatrix
Pathfinding.NavmeshCutJobs.JobCalculateContour.matrix jobcalculatecontour.html#matrix
Pathfinding.NavmeshCutJobs.JobCalculateContour.meshContourVertices jobcalculatecontour.html#meshContourVertices
Pathfinding.NavmeshCutJobs.JobCalculateContour.meshContours jobcalculatecontour.html#meshContours
Pathfinding.NavmeshCutJobs.JobCalculateContour.meshScale jobcalculatecontour.html#meshScale
Pathfinding.NavmeshCutJobs.JobCalculateContour.meshType jobcalculatecontour.html#meshType
Pathfinding.NavmeshCutJobs.JobCalculateContour.outputContours jobcalculatecontour.html#outputContours
Pathfinding.NavmeshCutJobs.JobCalculateContour.outputVertices jobcalculatecontour.html#outputVertices
Pathfinding.NavmeshCutJobs.JobCalculateContour.radiusMargin jobcalculatecontour.html#radiusMargin
Pathfinding.NavmeshCutJobs.JobCalculateContour.rectangleSize jobcalculatecontour.html#rectangleSize
Pathfinding.NavmeshCutJobsCached.CalculateContourBurst navmeshcutjobscached.html#CalculateContourBurst Cached delegate to a burst function pointer for running NavmeshCutJobs.CalculateContour.
Pathfinding.NavmeshEdges.JobCalculateObstacles.MarkerBBox jobcalculateobstacles.html#MarkerBBox
Pathfinding.NavmeshEdges.JobCalculateObstacles.MarkerCollect jobcalculateobstacles.html#MarkerCollect
Pathfinding.NavmeshEdges.JobCalculateObstacles.MarkerObstacles jobcalculateobstacles.html#MarkerObstacles
Pathfinding.NavmeshEdges.JobCalculateObstacles.MarkerTrace jobcalculateobstacles.html#MarkerTrace
Pathfinding.NavmeshEdges.JobCalculateObstacles.allocationLock jobcalculateobstacles.html#allocationLock
Pathfinding.NavmeshEdges.JobCalculateObstacles.bounds jobcalculateobstacles.html#bounds
Pathfinding.NavmeshEdges.JobCalculateObstacles.dirtyHierarchicalNodes jobcalculateobstacles.html#dirtyHierarchicalNodes
Pathfinding.NavmeshEdges.JobCalculateObstacles.hGraphGC jobcalculateobstacles.html#hGraphGC
Pathfinding.NavmeshEdges.JobCalculateObstacles.obstacleVertexGroups jobcalculateobstacles.html#obstacleVertexGroups
Pathfinding.NavmeshEdges.JobCalculateObstacles.obstacleVertices jobcalculateobstacles.html#obstacleVertices
Pathfinding.NavmeshEdges.JobCalculateObstacles.obstacles jobcalculateobstacles.html#obstacles
Pathfinding.NavmeshEdges.JobRecalculateObstaclesBatchCount navmeshedges.html#JobRecalculateObstaclesBatchCount
Pathfinding.NavmeshEdges.JobResizeObstacles.numHierarchicalNodes jobresizeobstacles.html#numHierarchicalNodes
Pathfinding.NavmeshEdges.JobResizeObstacles.obstacles jobresizeobstacles.html#obstacles
Pathfinding.NavmeshEdges.NavmeshBorderData.hierarhicalNodeData navmeshborderdata.html#hierarhicalNodeData
Pathfinding.NavmeshEdges.NavmeshBorderData.obstacleData navmeshborderdata.html#obstacleData
Pathfinding.NavmeshEdges.allocationLock navmeshedges.html#allocationLock
Pathfinding.NavmeshEdges.gizmoVersion navmeshedges.html#gizmoVersion
Pathfinding.NavmeshEdges.hierarchicalGraph navmeshedges.html#hierarchicalGraph
Pathfinding.NavmeshEdges.obstacleData navmeshedges.html#obstacleData
Pathfinding.NavmeshEdges.rwLock navmeshedges.html#rwLock
Pathfinding.NavmeshPrefab.SerializeJob.output serializejob.html#output
Pathfinding.NavmeshPrefab.SerializeJob.tileMeshesPromise serializejob.html#tileMeshesPromise
Pathfinding.NavmeshPrefab.SerializedOutput.Progress serializedoutput.html#Progress
Pathfinding.NavmeshPrefab.SerializedOutput.arena serializedoutput.html#arena
Pathfinding.NavmeshPrefab.SerializedOutput.data serializedoutput.html#data
Pathfinding.NavmeshPrefab.SerializedOutput.promise serializedoutput.html#promise
Pathfinding.NavmeshPrefab.applyOnStart navmeshprefab.html#applyOnStart If true, the tiles stored in this prefab will be loaded and applied to the first recast graph in the scene when this component is enabled. \n\nIf false, you will have to call the Apply(RecastGraph) method manually.\n\nIf this component is disabled and then enabled again, the tiles will be reloaded.
Pathfinding.NavmeshPrefab.bounds navmeshprefab.html#bounds Bounding box for the navmesh to be stored in this prefab. \n\nShould be a multiple of the tile size of the associated recast graph.\n\n[more in online documentation]
Pathfinding.NavmeshPrefab.removeTilesWhenDisabled navmeshprefab.html#removeTilesWhenDisabled If true, the tiles that this prefab loaded into the graph will be removed when this component is disabled or destroyed. \n\nIf false, the tiles will remain in the graph.
Pathfinding.NavmeshPrefab.serializedNavmesh navmeshprefab.html#serializedNavmesh Reference to the serialized tile data.
Pathfinding.NavmeshPrefab.startHasRun navmeshprefab.html#startHasRun
Pathfinding.NavmeshPrefabEditor.pendingScanProgressId navmeshprefabeditor.html#pendingScanProgressId
Pathfinding.NodeLink.End nodelink.html#End
Pathfinding.NodeLink.Start nodelink.html#Start
Pathfinding.NodeLink.costFactor nodelink.html#costFactor The connection will be this times harder/slower to traverse. \n\nNote that values lower than one will not always make the pathfinder choose this path instead of another path even though this one should lead to a lower total cost unless you also adjust the Heuristic Scale in A* Inspector -> Settings -> Pathfinding or disable the heuristic altogether.
Pathfinding.NodeLink.deleteConnection nodelink.html#deleteConnection Delete existing connection instead of adding one.
Pathfinding.NodeLink.end nodelink.html#end End position of the link.
Pathfinding.NodeLink.oneWay nodelink.html#oneWay Make a one-way connection.
Pathfinding.NodeLink2.EndTransform nodelink2.html#EndTransform
Pathfinding.NodeLink2.GizmosColor nodelink2.html#GizmosColor
Pathfinding.NodeLink2.GizmosColorSelected nodelink2.html#GizmosColorSelected
Pathfinding.NodeLink2.StartTransform nodelink2.html#StartTransform
Pathfinding.NodeLink2.costFactor nodelink2.html#costFactor The connection will be this times harder/slower to traverse. \n\nA cost factor of 1 means that the link is equally expensive as moving the same distance on the normal navmesh. But a cost factor greater than 1 means that it is proportionally more expensive.\n\nYou should not use a cost factor less than 1 unless you also change the AstarPath.heuristicScale field (A* Inspector -> Settings -> Pathfinding) to at most the minimum cost factor that you use anywhere in the scene (or disable the heuristic altogether). This is because the pathfinding algorithm assumes that paths are at least as costly as walking just the straight line distance to the target, and if you use a cost factor less than 1, that assumption is no longer true. What then happens is that the pathfinding search may ignore some links because it doesn't even think to search in that direction, even if they would have lead to a lower path cost.\n\n[more in online documentation]\nRead more about this at <a href="https://en.wikipedia.org/wiki/Admissible_heuristic">https://en.wikipedia.org/wiki/Admissible_heuristic</a>.
Pathfinding.NodeLink2.end nodelink2.html#end End position of the link.
Pathfinding.NodeLink2.graphMask nodelink2.html#graphMask Which graphs this link is allowed to connect. \n\nThe link will always connect the nodes closest to the start and end points on the graphs that it is allowed to connect.
Pathfinding.NodeLink2.isActive nodelink2.html#isActive True if the link is connected to the graph. \n\nThis will be true if the link has been successfully connected to the graph, and false if it either has failed, or if the component/gameobject is disabled.\n\nWhen the component is enabled, the link will be scheduled to be added to the graph, it will not take effect immediately. This means that this property will return false until the next time graph updates are processed (usually later this frame, or next frame). To ensure the link is refreshed immediately, you can call AstarPath.active.FlushWorkItems.
Pathfinding.NodeLink2.linkSource nodelink2.html#linkSource
Pathfinding.NodeLink2.onTraverseOffMeshLink nodelink2.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 agent ( FollowerEntity.onTraverseOffMeshLink) to specify a callback for a all off-mesh links.\n\n[more in online documentation]\n\n\n\n[more in online documentation]
Pathfinding.NodeLink2.onTraverseOffMeshLinkHandler nodelink2.html#onTraverseOffMeshLinkHandler
Pathfinding.NodeLink2.oneWay nodelink2.html#oneWay Make a one-way connection.
Pathfinding.NodeLink2.pathfindingTag nodelink2.html#pathfindingTag The tag to apply to the link. \n\nThis can be used to exclude certain agents from using the link, or make it more expensive to use.\n\n[more in online documentation]
Pathfinding.NodeLink2Editor.HandlerContent nodelink2editor.html#HandlerContent
Pathfinding.NodeLink3.EndNode nodelink3.html#EndNode
Pathfinding.NodeLink3.EndTransform nodelink3.html#EndTransform
Pathfinding.NodeLink3.GizmosColor nodelink3.html#GizmosColor
Pathfinding.NodeLink3.GizmosColorSelected nodelink3.html#GizmosColorSelected
Pathfinding.NodeLink3.StartNode nodelink3.html#StartNode
Pathfinding.NodeLink3.StartTransform nodelink3.html#StartTransform
Pathfinding.NodeLink3.clamped1 nodelink3.html#clamped1
Pathfinding.NodeLink3.clamped2 nodelink3.html#clamped2
Pathfinding.NodeLink3.connectedNode1 nodelink3.html#connectedNode1
Pathfinding.NodeLink3.connectedNode2 nodelink3.html#connectedNode2
Pathfinding.NodeLink3.costFactor nodelink3.html#costFactor The connection will be this times harder/slower to traverse. \n\nNote that values lower than one will not always make the pathfinder choose this path instead of another path even though this one should lead to a lower total cost unless you also adjust the Heuristic Scale in A* Inspector -> Settings -> Pathfinding or disable the heuristic altogether.
Pathfinding.NodeLink3.end nodelink3.html#end End position of the link.
Pathfinding.NodeLink3.endNode nodelink3.html#endNode
Pathfinding.NodeLink3.postScanCalled nodelink3.html#postScanCalled
Pathfinding.NodeLink3.reference nodelink3.html#reference
Pathfinding.NodeLink3.startNode nodelink3.html#startNode
Pathfinding.NodeLink3Node.link nodelink3node.html#link
Pathfinding.NodeLink3Node.portalA nodelink3node.html#portalA
Pathfinding.NodeLink3Node.portalB nodelink3node.html#portalB
Pathfinding.NumNeighbours pathfinding.html#NumNeighbours Number of neighbours for a single grid node. \n\n[more in online documentation]
Pathfinding.OffMeshLinks.Anchor.center anchor.html#center Where the link connects to the navmesh.
Pathfinding.OffMeshLinks.Anchor.point1 anchor.html#point1 First point on the segment that makes up this anchor.
Pathfinding.OffMeshLinks.Anchor.point2 anchor.html#point2 Second point on the segment that makes up this anchor.
Pathfinding.OffMeshLinks.Anchor.rotation anchor.html#rotation Rotation that the character should align itself with when traversing the link.
Pathfinding.OffMeshLinks.Anchor.width anchor.html#width Width of the link. \n\n[more in online documentation]
Pathfinding.OffMeshLinks.Directionality offmeshlinks.html#Directionality Determines how a link is connected in the graph.
Pathfinding.OffMeshLinks.OffMeshLinkCombined.concrete offmeshlinkcombined.html#concrete
Pathfinding.OffMeshLinks.OffMeshLinkCombined.source offmeshlinkcombined.html#source
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.component offmeshlinkconcrete.html#component The Component associated with this link. \n\nTypically this will be a NodeLink2 component. But users can also create their own components and fill out this field as appropriate.\n\nThis field is not used for anything by the pathfinding system itself, it is only used to make it easier for users to find the component associated with a link.\n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.costFactor offmeshlinkconcrete.html#costFactor
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.directionality offmeshlinkconcrete.html#directionality
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.end offmeshlinkconcrete.html#end The end of the link.
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.endLinkNode offmeshlinkconcrete.html#endLinkNode
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.endNodes offmeshlinkconcrete.html#endNodes
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.gameObject offmeshlinkconcrete.html#gameObject The GameObject associated with this link. \n\nThis field is not used for anything by the pathfinding system itself, it is only used to make it easier for users to find the GameObject associated with a link.\n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.handler offmeshlinkconcrete.html#handler
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.source offmeshlinkconcrete.html#source
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.staleConnections offmeshlinkconcrete.html#staleConnections
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.start offmeshlinkconcrete.html#start The start of the link.
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.startLinkNode offmeshlinkconcrete.html#startLinkNode
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.startNodes offmeshlinkconcrete.html#startNodes
Pathfinding.OffMeshLinks.OffMeshLinkConcrete.tag offmeshlinkconcrete.html#tag Tag to apply to this link. \n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkSource.bounds offmeshlinksource.html#bounds Bounding box which encapsulates the link and any position on the navmesh it could possibly be connected to. \n\nThis is used to determine which links need to be recalculated when a graph update happens.
Pathfinding.OffMeshLinks.OffMeshLinkSource.component offmeshlinksource.html#component The Component associated with this link. \n\nTypically this will be a NodeLink2 component. But users can also create their own components and fill out this field as appropriate.\n\nThis field is not used for anything by the pathfinding system itself, it is only used to make it easier for users to find the component associated with a link.\n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkSource.costFactor offmeshlinksource.html#costFactor Multiplies the cost of traversing this link by this amount.
Pathfinding.OffMeshLinks.OffMeshLinkSource.directionality offmeshlinksource.html#directionality
Pathfinding.OffMeshLinks.OffMeshLinkSource.end offmeshlinksource.html#end The end of the link.
Pathfinding.OffMeshLinks.OffMeshLinkSource.gameObject offmeshlinksource.html#gameObject The GameObject associated with this link. \n\nThis field is not used for anything by the pathfinding system itself, it is only used to make it easier for users to find the GameObject associated with a link.\n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkSource.graphMask offmeshlinksource.html#graphMask Graph mask for which graphs the link is allowed to connect to. \n\nThe link's endpoints will be connected to the closest valid node on any graph that matches the mask.
Pathfinding.OffMeshLinks.OffMeshLinkSource.handler offmeshlinksource.html#handler
Pathfinding.OffMeshLinks.OffMeshLinkSource.maxSnappingDistance offmeshlinksource.html#maxSnappingDistance Maximum distance from the start/end points to the navmesh. \n\nIf the distance is greater than this, the link will not be connected to the navmesh.
Pathfinding.OffMeshLinks.OffMeshLinkSource.start offmeshlinksource.html#start The start of the link.
Pathfinding.OffMeshLinks.OffMeshLinkSource.status offmeshlinksource.html#status
Pathfinding.OffMeshLinks.OffMeshLinkSource.tag offmeshlinksource.html#tag Tag to apply to this link. \n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkSource.treeKey offmeshlinksource.html#treeKey
Pathfinding.OffMeshLinks.OffMeshLinkStatus offmeshlinks.html#OffMeshLinkStatus
Pathfinding.OffMeshLinks.OffMeshLinkTracer.component offmeshlinktracer.html#component The Component associated with this link. \n\nTypically this will be a NodeLink2 component. But users can also create their own components and fill out this field as appropriate.\n\nThis field is not used for anything by the pathfinding system itself, it is only used to make it easier for users to find the component associated with a link.\n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkTracer.gameObject offmeshlinktracer.html#gameObject The GameObject associated with this link. \n\nThis field is not used for anything by the pathfinding system itself, it is only used to make it easier for users to find the GameObject associated with a link.\n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkTracer.isReverse offmeshlinktracer.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]
Pathfinding.OffMeshLinks.OffMeshLinkTracer.link offmeshlinktracer.html#link The off-mesh link that the agent is traversing. \n\n[more in online documentation]
Pathfinding.OffMeshLinks.OffMeshLinkTracer.relativeEnd offmeshlinktracer.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.
Pathfinding.OffMeshLinks.OffMeshLinkTracer.relativeStart offmeshlinktracer.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.
Pathfinding.OffMeshLinks.astar offmeshlinks.html#astar
Pathfinding.OffMeshLinks.cachedNNConstraint offmeshlinks.html#cachedNNConstraint
Pathfinding.OffMeshLinks.pendingAdd offmeshlinks.html#pendingAdd
Pathfinding.OffMeshLinks.tree offmeshlinks.html#tree
Pathfinding.OffMeshLinks.updateScheduled offmeshlinks.html#updateScheduled
Pathfinding.OptimizationHandler.DefineDefinition.consistent definedefinition.html#consistent
Pathfinding.OptimizationHandler.DefineDefinition.description definedefinition.html#description
Pathfinding.OptimizationHandler.DefineDefinition.enabled definedefinition.html#enabled
Pathfinding.OptimizationHandler.DefineDefinition.name definedefinition.html#name
Pathfinding.OptimizationHandler.deprecatedBuildTargets optimizationhandler.html#deprecatedBuildTargets Various build targets that Unity have deprecated. \n\nThere is apparently no way to figure out which these are without hard coding them.
Pathfinding.OrientationMode pathfinding.html#OrientationMode 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.
Pathfinding.PID.AnglePIDControlOutput.maxDesiredWallDistance anglepidcontroloutput.html#maxDesiredWallDistance
Pathfinding.PID.AnglePIDControlOutput.positionDelta anglepidcontroloutput.html#positionDelta How much to move in a single time-step. \n\nIn world units.
Pathfinding.PID.AnglePIDControlOutput.rotationDelta anglepidcontroloutput.html#rotationDelta How much to rotate in a single time-step.
Pathfinding.PID.AnglePIDControlOutput2D.positionDelta anglepidcontroloutput2d.html#positionDelta How much to move in a single time-step. \n\nIn world units.
Pathfinding.PID.AnglePIDControlOutput2D.rotationDelta anglepidcontroloutput2d.html#rotationDelta How much to rotate in a single time-step. \n\nIn radians.
Pathfinding.PID.AnglePIDControlOutput2D.targetRotation anglepidcontroloutput2d.html#targetRotation
Pathfinding.PID.AnglePIDController.DampingRatio anglepidcontroller.html#DampingRatio
Pathfinding.PID.PIDMovement.ALLOWED_OVERLAP_FACTOR pidmovement.html#ALLOWED_OVERLAP_FACTOR
Pathfinding.PID.PIDMovement.ControlParams.agentRadius controlparams.html#agentRadius
Pathfinding.PID.PIDMovement.ControlParams.closestOnNavmesh controlparams.html#closestOnNavmesh
Pathfinding.PID.PIDMovement.ControlParams.debugFlags controlparams.html#debugFlags
Pathfinding.PID.PIDMovement.ControlParams.edges controlparams.html#edges
Pathfinding.PID.PIDMovement.ControlParams.endOfPath controlparams.html#endOfPath
Pathfinding.PID.PIDMovement.ControlParams.facingDirectionAtEndOfPath controlparams.html#facingDirectionAtEndOfPath
Pathfinding.PID.PIDMovement.ControlParams.maxDesiredWallDistance controlparams.html#maxDesiredWallDistance
Pathfinding.PID.PIDMovement.ControlParams.movementPlane controlparams.html#movementPlane
Pathfinding.PID.PIDMovement.ControlParams.nextCorner controlparams.html#nextCorner
Pathfinding.PID.PIDMovement.ControlParams.p controlparams.html#p
Pathfinding.PID.PIDMovement.ControlParams.remainingDistance controlparams.html#remainingDistance
Pathfinding.PID.PIDMovement.ControlParams.rotation controlparams.html#rotation
Pathfinding.PID.PIDMovement.ControlParams.speed controlparams.html#speed
Pathfinding.PID.PIDMovement.DESTINATION_CLEARANCE_FACTOR pidmovement.html#DESTINATION_CLEARANCE_FACTOR
Pathfinding.PID.PIDMovement.DebugFlags pidmovement.html#DebugFlags
Pathfinding.PID.PIDMovement.EdgeBuffers.straightRegionEdgesL edgebuffers.html#straightRegionEdgesL
Pathfinding.PID.PIDMovement.EdgeBuffers.straightRegionEdgesR edgebuffers.html#straightRegionEdgesR
Pathfinding.PID.PIDMovement.EdgeBuffers.triangleRegionEdgesL edgebuffers.html#triangleRegionEdgesL
Pathfinding.PID.PIDMovement.EdgeBuffers.triangleRegionEdgesR edgebuffers.html#triangleRegionEdgesR
Pathfinding.PID.PIDMovement.MAX_FRACTION_OF_REMAINING_DISTANCE pidmovement.html#MAX_FRACTION_OF_REMAINING_DISTANCE
Pathfinding.PID.PIDMovement.MarkerConvertObstacles pidmovement.html#MarkerConvertObstacles
Pathfinding.PID.PIDMovement.MarkerOptimizeDirection pidmovement.html#MarkerOptimizeDirection
Pathfinding.PID.PIDMovement.MarkerPID pidmovement.html#MarkerPID
Pathfinding.PID.PIDMovement.MarkerSidewaysAvoidance pidmovement.html#MarkerSidewaysAvoidance
Pathfinding.PID.PIDMovement.MarkerSmallestDistance pidmovement.html#MarkerSmallestDistance
Pathfinding.PID.PIDMovement.OPTIMIZATION_ITERATIONS pidmovement.html#OPTIMIZATION_ITERATIONS
Pathfinding.PID.PIDMovement.PersistentState.maxDesiredWallDistance persistentstate.html#maxDesiredWallDistance
Pathfinding.PID.PIDMovement.STEP_MULTIPLIER pidmovement.html#STEP_MULTIPLIER
Pathfinding.PID.PIDMovement.allowRotatingOnSpot pidmovement.html#allowRotatingOnSpot If rotation on the spot is allowed or not.
Pathfinding.PID.PIDMovement.allowRotatingOnSpotBacking pidmovement.html#allowRotatingOnSpotBacking If rotation on the spot is allowed or not. \n\n1 for allowed, 0 for not allowed.\n\nThat we have to use a byte instead of a boolean is due to a Burst limitation.
Pathfinding.PID.PIDMovement.desiredWallDistance pidmovement.html#desiredWallDistance How big of a distance to try to keep from obstacles. \n\nTypically around 1 or 2 times the agent radius is a good value for this.\n\nTry to avoid making it so large that there might not be enough space for the agent to keep this amount of distance from obstacles. It may start to move less optimally if it is not possible to keep this distance.\n\nThis works well in open spaces, but if your game consists of a lot of tight corridors, a low, or zero value may be better.\n\nThis will be multiplied by the agent's scale to get the actual distance.
Pathfinding.PID.PIDMovement.leadInRadiusWhenApproachingDestination pidmovement.html#leadInRadiusWhenApproachingDestination How wide of a turn to make when approaching a destination for which a desired facing direction has been set. \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\nSetting this to zero will make the agent move directly to the end of the path and rotate on the spot to face the desired facing direction, once it is there.\n\nWhen approaching a destination for which no desired facing direction has been set, this field has no effect.\n\n[more in online documentation]\nThis will be multiplied by the agent's scale to get the actual radius.
Pathfinding.PID.PIDMovement.maxOnSpotRotationSpeed pidmovement.html#maxOnSpotRotationSpeed Maximum rotation speed in degrees per second while rotating on the spot. \n\nOnly used if allowRotatingOnSpot is enabled.
Pathfinding.PID.PIDMovement.maxRotationSpeed pidmovement.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 greater than rotationSpeed.\n\n[more in online documentation]
Pathfinding.PID.PIDMovement.rotationSpeed pidmovement.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]
Pathfinding.PID.PIDMovement.slowdownTime pidmovement.html#slowdownTime Time for the agent to slow down to a complete stop when it approaches the destination point, in seconds. \n\nOne can calculate the deceleration like: speed/slowdownTime (with units m/s^2).
Pathfinding.PID.PIDMovement.slowdownTimeWhenTurningOnSpot pidmovement.html#slowdownTimeWhenTurningOnSpot Time for the agent to slow down to a complete stop when it decides to change direction by turning on the spot. \n\nIf set to zero, the agent will instantly stop and start to turn around.\n\nOnly used if allowRotatingOnSpot is enabled.
Pathfinding.PID.PIDMovement.speed pidmovement.html#speed Desired speed of the agent in meters per second. \n\nThis will be multiplied by the agent's scale to get the actual speed.
Pathfinding.PID.Palette pid.html#Palette
Pathfinding.Palette pathfinding.html#Palette
Pathfinding.Path.CompleteState path.html#CompleteState Current state of the path.
Pathfinding.Path.MarkerOpenCandidateConnectionsToEnd path.html#MarkerOpenCandidateConnectionsToEnd
Pathfinding.Path.MarkerTrace path.html#MarkerTrace
Pathfinding.Path.OpenCandidateParams.candidateG opencandidateparams.html#candidateG
Pathfinding.Path.OpenCandidateParams.fractionAlongEdge opencandidateparams.html#fractionAlongEdge
Pathfinding.Path.OpenCandidateParams.parentPathNode opencandidateparams.html#parentPathNode
Pathfinding.Path.OpenCandidateParams.pathID opencandidateparams.html#pathID
Pathfinding.Path.OpenCandidateParams.pathNodes opencandidateparams.html#pathNodes
Pathfinding.Path.OpenCandidateParams.targetNodeIndex opencandidateparams.html#targetNodeIndex
Pathfinding.Path.OpenCandidateParams.targetNodePosition opencandidateparams.html#targetNodePosition
Pathfinding.Path.OpenCandidateParams.targetPathNode opencandidateparams.html#targetPathNode
Pathfinding.Path.PathHandler path.html#PathHandler
Pathfinding.Path.PipelineState path.html#PipelineState Returns the state of the path in the pathfinding pipeline.
Pathfinding.Path.Pooled path.html#Pooled True if the path is currently pooled. \n\nDo not set this value. Only read. It is used internally.\n\n[more in online documentation]
Pathfinding.Path.ZeroTagPenalties path.html#ZeroTagPenalties List of zeroes to use as default tag penalties.
Pathfinding.Path.callback path.html#callback Callback to call when the path is complete. \n\nThis is usually sent to the Seeker component which post processes the path and then calls a callback to the script which requested the path
Pathfinding.Path.claimed path.html#claimed List of claims on this path with reference objects.
Pathfinding.Path.completeState path.html#completeState Backing field for CompleteState.
Pathfinding.Path.duration path.html#duration How long it took to calculate this path in milliseconds.
Pathfinding.Path.enabledTags path.html#enabledTags Which graph tags are traversable. \n\nThis is a bitmask so -1 = all bits set = all tags traversable. For example, to set bit 5 to true, you would do <b>[code in online documentation]</b><b>[code in online documentation]</b>\n\nThe Seeker has a popup field where you can set which tags to use. \n\n[more in online documentation]
Pathfinding.Path.error path.html#error If the path failed, this is true. \n\n[more in online documentation]
Pathfinding.Path.errorLog path.html#errorLog Additional info on why a path failed. \n\n[more in online documentation]
Pathfinding.Path.hTargetNode path.html#hTargetNode Target to use for H score calculation.
Pathfinding.Path.hasBeenReset path.html#hasBeenReset True if the Reset function has been called. \n\nUsed to alert users when they are doing something wrong.
Pathfinding.Path.heuristic path.html#heuristic Determines which heuristic to use.
Pathfinding.Path.heuristicObjective path.html#heuristicObjective Target to use for H score calculations. \n\n[more in online documentation]
Pathfinding.Path.heuristicObjectiveInternal path.html#heuristicObjectiveInternal
Pathfinding.Path.heuristicScale path.html#heuristicScale Scale of the heuristic values. \n\n[more in online documentation]
Pathfinding.Path.immediateCallback path.html#immediateCallback Immediate callback to call when the path is complete. \n\n[more in online documentation]
Pathfinding.Path.internalTagPenalties path.html#internalTagPenalties The tag penalties that are actually used. \n\n[more in online documentation]
Pathfinding.Path.nnConstraint path.html#nnConstraint Constraint for how to search for nodes.
Pathfinding.Path.path path.html#path Holds the path as a GraphNode list. \n\nThese are all nodes that the path traversed, as calculated by the pathfinding algorithm. This may not be the same nodes as the post processed path traverses.\n\n[more in online documentation]
Pathfinding.Path.pathHandler path.html#pathHandler Data for the thread calculating this path.
Pathfinding.Path.pathID path.html#pathID ID of this path. \n\nUsed to distinguish between different paths
Pathfinding.Path.releasedNotSilent path.html#releasedNotSilent True if the path has been released with a non-silent call yet. \n\n[more in online documentation]
Pathfinding.Path.searchedNodes path.html#searchedNodes Number of nodes this path has searched.
Pathfinding.Path.tagPenalties path.html#tagPenalties Penalties for each tag. \n\nTag 0 which is the default tag, will get a penalty of tagPenalties[0]. These should only be non-negative values since the A* algorithm cannot handle negative penalties.\n\nWhen assigning an array to this property it must have a length of 32.\n\n[more in online documentation]
Pathfinding.Path.traversalProvider path.html#traversalProvider Provides additional traversal information to a path request. \n\n[more in online documentation]
Pathfinding.Path.vectorPath path.html#vectorPath Holds the (possibly post-processed) path as a Vector3 list. \n\nThis list may be modified by path modifiers to be smoother or simpler compared to the raw path generated by the pathfinding algorithm.\n\n[more in online documentation]
Pathfinding.PathCompleteState pathfinding.html#PathCompleteState State of a path request.
Pathfinding.PathEndingCondition.path pathendingcondition.html#path Path which this ending condition is used on.
Pathfinding.PathHandler.DebugStringBuilder pathhandler.html#DebugStringBuilder StringBuilder that paths can use to build debug strings. \n\nBetter for performance and memory usage to use a single StringBuilder instead of each path creating its own
Pathfinding.PathHandler.PathID pathhandler.html#PathID ID for the path currently being calculated or last path that was calculated.
Pathfinding.PathHandler.debugPathNodes pathhandler.html#debugPathNodes
Pathfinding.PathHandler.heap pathhandler.html#heap Binary heap to keep track of nodes on the "Open list". \n\n[more in online documentation]
Pathfinding.PathHandler.nodeStorage pathhandler.html#nodeStorage
Pathfinding.PathHandler.numTemporaryNodes pathhandler.html#numTemporaryNodes
Pathfinding.PathHandler.pathID pathhandler.html#pathID Current PathID. \n\n[more in online documentation]
Pathfinding.PathHandler.pathNodes pathhandler.html#pathNodes Reference to the per-node data for this thread. \n\n[more in online documentation]
Pathfinding.PathHandler.temporaryNodeStartIndex pathhandler.html#temporaryNodeStartIndex All path nodes with an index greater or equal to this are temporary nodes that only exist for the duration of a single path. \n\nThis is a copy of NodeStorage.nextNodeIndex. This is used to avoid having to access the NodeStorage while pathfinding as it's an extra indirection.
Pathfinding.PathHandler.temporaryNodes pathhandler.html#temporaryNodes
Pathfinding.PathHandler.threadID pathhandler.html#threadID
Pathfinding.PathHandler.totalThreadCount pathhandler.html#totalThreadCount
Pathfinding.PathLog pathfinding.html#PathLog How path results are logged by the system.
Pathfinding.PathModifier.Order pathmodifier.html#Order Modifiers will be executed from lower order to higher order. \n\nThis value is assumed to stay constant.
Pathfinding.PathModifier.seeker pathmodifier.html#seeker
Pathfinding.PathNNConstraint.Walkable pathnnconstraint.html#Walkable
Pathfinding.PathNode.Default pathnode.html#Default
Pathfinding.PathNode.Flag1Mask pathnode.html#Flag1Mask
Pathfinding.PathNode.Flag1Offset pathnode.html#Flag1Offset Flag 1 is at bit 30.
Pathfinding.PathNode.Flag2Mask pathnode.html#Flag2Mask
Pathfinding.PathNode.Flag2Offset pathnode.html#Flag2Offset Flag 2 is at bit 31.
Pathfinding.PathNode.FractionAlongEdgeMask pathnode.html#FractionAlongEdgeMask
Pathfinding.PathNode.FractionAlongEdgeOffset pathnode.html#FractionAlongEdgeOffset
Pathfinding.PathNode.FractionAlongEdgeQuantization pathnode.html#FractionAlongEdgeQuantization
Pathfinding.PathNode.ParentIndexMask pathnode.html#ParentIndexMask Parent index uses the first 26 bits.
Pathfinding.PathNode.flag1 pathnode.html#flag1 Use as temporary flag during pathfinding. \n\nPath types can use this during pathfinding to mark nodes. When done, this flag should be reverted to its default state (false) to avoid messing up other pathfinding requests.
Pathfinding.PathNode.flag2 pathnode.html#flag2 Use as temporary flag during pathfinding. \n\nPath types can use this during pathfinding to mark nodes. When done, this flag should be reverted to its default state (false) to avoid messing up other pathfinding requests.
Pathfinding.PathNode.flags pathnode.html#flags Bitpacked variable which stores several fields.
Pathfinding.PathNode.fractionAlongEdge pathnode.html#fractionAlongEdge
Pathfinding.PathNode.heapIndex pathnode.html#heapIndex Index of the node in the binary heap. \n\nThe open list in the A* algorithm is backed by a binary heap. To support fast 'decrease key' operations, the index of the node is saved here.
Pathfinding.PathNode.parentIndex pathnode.html#parentIndex
Pathfinding.PathNode.pathID pathnode.html#pathID The path request (in this thread, if multithreading is used) which last used this node.
Pathfinding.PathPool.pool pathpool.html#pool
Pathfinding.PathPool.totalCreated pathpool.html#totalCreated
Pathfinding.PathProcessor.GraphUpdateLock.Held graphupdatelock.html#Held True while this lock is preventing the pathfinding threads from processing more paths. \n\nNote that the pathfinding threads may not be paused yet (if this lock was obtained using PausePathfinding(false)).
Pathfinding.PathProcessor.GraphUpdateLock.id graphupdatelock.html#id
Pathfinding.PathProcessor.GraphUpdateLock.pathProcessor graphupdatelock.html#pathProcessor
Pathfinding.PathProcessor.IsUsingMultithreading pathprocessor.html#IsUsingMultithreading Returns whether or not multithreading is used.
Pathfinding.PathProcessor.MarkerCalculatePath pathprocessor.html#MarkerCalculatePath
Pathfinding.PathProcessor.MarkerPreparePath pathprocessor.html#MarkerPreparePath
Pathfinding.PathProcessor.NumThreads pathprocessor.html#NumThreads 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]
Pathfinding.PathProcessor.OnPathPostSearch pathprocessor.html#OnPathPostSearch
Pathfinding.PathProcessor.OnPathPreSearch pathprocessor.html#OnPathPreSearch
Pathfinding.PathProcessor.OnQueueUnblocked pathprocessor.html#OnQueueUnblocked
Pathfinding.PathProcessor.astar pathprocessor.html#astar
Pathfinding.PathProcessor.coroutineReceiver pathprocessor.html#coroutineReceiver
Pathfinding.PathProcessor.locks pathprocessor.html#locks
Pathfinding.PathProcessor.multithreaded pathprocessor.html#multithreaded
Pathfinding.PathProcessor.nextLockID pathprocessor.html#nextLockID
Pathfinding.PathProcessor.pathHandlers pathprocessor.html#pathHandlers
Pathfinding.PathProcessor.queue pathprocessor.html#queue
Pathfinding.PathProcessor.returnQueue pathprocessor.html#returnQueue
Pathfinding.PathProcessor.threadCoroutine pathprocessor.html#threadCoroutine When no multithreading is used, the IEnumerator is stored here. \n\nWhen no multithreading is used, a coroutine is used instead. It is not directly called with StartCoroutine but a separate function has just a while loop which increments the main IEnumerator. This is done so other functions can step the thread forward at any time, without having to wait for Unity to update it. \n\n[more in online documentation]
Pathfinding.PathProcessor.threads pathprocessor.html#threads References to each of the pathfinding threads.
Pathfinding.PathRequestSettings.Default pathrequestsettings.html#Default
Pathfinding.PathRequestSettings.graphMask pathrequestsettings.html#graphMask Graphs that this agent can use. \n\nThis field determines which graphs will be considered when searching for the start and end nodes of a path. It is useful in numerous situations, for example if you want to make one graph for small units and one graph for large units.\n\nThis is a bitmask so if you for example want to make the agent only use graph index 3 then you can set this to: <b>[code in online documentation]</b>\n\n[more in online documentation]\nNote that this field only stores which graph indices that are allowed. This means that if the graphs change their ordering then this mask may no longer be correct.\n\nIf you know the name of the graph you can use the Pathfinding.GraphMask.FromGraphName method: <b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.PathRequestSettings.tagPenalties pathrequestsettings.html#tagPenalties The penalty for each tag. \n\nIf null, all penalties will be treated as zero. Otherwise, the array should always have a length of exactly 32.
Pathfinding.PathRequestSettings.traversableTags pathrequestsettings.html#traversableTags The tags which this agent can traverse. \n\n[more in online documentation]
Pathfinding.PathRequestSettings.traversalProvider pathrequestsettings.html#traversalProvider Filters which nodes the agent can traverse, and can also add penalties to each traversed node. \n\nIn most common situations, this is left as null (which implies the default traversal provider: DefaultITraversalProvider). But if you need custom pathfinding behavior which cannot be done using the graphMask, tagPenalties and traversableTags, then setting an ITraversalProvider is a great option. It provides you a lot more control over how the pathfinding works.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.PathReturnQueue.OnReturnedPaths pathreturnqueue.html#OnReturnedPaths
Pathfinding.PathReturnQueue.pathReturnQueue pathreturnqueue.html#pathReturnQueue Holds all paths which are waiting to be flagged as completed. \n\n[more in online documentation]
Pathfinding.PathReturnQueue.pathsClaimedSilentlyBy pathreturnqueue.html#pathsClaimedSilentlyBy Paths are claimed silently by some object to prevent them from being recycled while still in use. \n\nThis will be set to the AstarPath object.
Pathfinding.PathState pathfinding.html#PathState Internal state of a path in the pipeline.
Pathfinding.PathTracer.MarkerClosest pathtracer.html#MarkerClosest
Pathfinding.PathTracer.MarkerContains pathtracer.html#MarkerContains
Pathfinding.PathTracer.MarkerGetNearest pathtracer.html#MarkerGetNearest
Pathfinding.PathTracer.MarkerSimplify pathtracer.html#MarkerSimplify
Pathfinding.PathTracer.NODES_TO_CHECK_FOR_DESTRUCTION pathtracer.html#NODES_TO_CHECK_FOR_DESTRUCTION
Pathfinding.PathTracer.PartGraphType pathtracer.html#PartGraphType Type of graph that the current path part is on.
Pathfinding.PathTracer.QueueItem.distance queueitem.html#distance
Pathfinding.PathTracer.QueueItem.node queueitem.html#node
Pathfinding.PathTracer.QueueItem.parent queueitem.html#parent
Pathfinding.PathTracer.RepairQuality pathtracer.html#RepairQuality
Pathfinding.PathTracer.SplittingCoefficients pathtracer.html#SplittingCoefficients
Pathfinding.PathTracer.TempConnectionLists pathtracer.html#TempConnectionLists
Pathfinding.PathTracer.TempQueues pathtracer.html#TempQueues
Pathfinding.PathTracer.desiredCornersForGoodSimplification pathtracer.html#desiredCornersForGoodSimplification The minimum number of corners to request from GetNextCornerIndices to ensure the path can be simplified well. \n\nThe path simplification algorithm requires at least 2 corners on navmesh graphs, but 3 corners on grid graphs.
Pathfinding.PathTracer.endIsUpToDate pathtracer.html#endIsUpToDate
Pathfinding.PathTracer.endPoint pathtracer.html#endPoint End point of the path. \n\nThis is not necessarily the same as the destination, as this point may be clamped to the graph.
Pathfinding.PathTracer.endPointOfFirstPart pathtracer.html#endPointOfFirstPart End point of the current path part. \n\nIf the path has multiple parts, this is typically the start of an off-mesh link. If the path has only one part, this is the same as endPoint.
Pathfinding.PathTracer.firstPartContainsDestroyedNodes pathtracer.html#firstPartContainsDestroyedNodes If true, the first part contains destroyed nodes. \n\nThis can happen if the graph is updated and some nodes are destroyed.\n\nIf this is true, the path is considered stale and should be recalculated.\n\nThe opposite is not necessarily true. If this is false, the path may still be stale.\n\n[more in online documentation]
Pathfinding.PathTracer.firstPartIndex pathtracer.html#firstPartIndex
Pathfinding.PathTracer.funnelState pathtracer.html#funnelState
Pathfinding.PathTracer.hasPath pathtracer.html#hasPath True if there is a path to follow.
Pathfinding.PathTracer.isCreated pathtracer.html#isCreated True until Dispose is called.
Pathfinding.PathTracer.isNextPartValidLink pathtracer.html#isNextPartValidLink True if the next part in the path exists, and is a valid link. \n\nThis is true if the path has at least 2 parts and the second part is an off-mesh link.\n\nIf any nodes in the second part have been destroyed, this will return false.
Pathfinding.PathTracer.isStale pathtracer.html#isStale True if the path is stale and should be recalculated as quickly as possible. \n\nThis is true if the path has become invalid (e.g. due to a graph update), or if the destination has changed so much that we don't have a path to the destination at all.\n\nFor performance reasons, the agent tries to avoid checking if nodes have been destroyed unless it needs to access them to calculate its movement. Therefore, if a path is invalidated further ahead, the agent may not realize this until it has moved close enough.
Pathfinding.PathTracer.nnConstraint pathtracer.html#nnConstraint
Pathfinding.PathTracer.nodeHashes pathtracer.html#nodeHashes Hashes of some important data for each node, to determine if the node has been invalidated in some way. \n\nFor e.g. the grid graph, this is done using the node's index in the grid. This ensures that the node is counted as invalid if the node is for example moved to the other side of the graph using the ProceduralGraphMover.\n\nFor all nodes, this includes if info about if the node has been destroyed, and if it is walkable.\n\nThis will always have the same length as the nodes array, and the absolute indices in this array will correspond to the absolute indices in the nodes array.
Pathfinding.PathTracer.nodes pathtracer.html#nodes All nodes in the path.
Pathfinding.PathTracer.partCount pathtracer.html#partCount Number of parts in the path. \n\nA part is either a sequence of adjacent nodes, or an off-mesh link.
Pathfinding.PathTracer.partGraphType pathtracer.html#partGraphType The type of graph that the current path part is on. \n\nThis is either a grid-like graph, or a navmesh-like graph.
Pathfinding.PathTracer.parts pathtracer.html#parts
Pathfinding.PathTracer.portalIsNotInnerCorner pathtracer.html#portalIsNotInnerCorner Indicates if portals are definitely not inner corners, or if they may be. \n\nFor each portal, if bit 0 is set then the left side of the portal is definitely not an inner corner. If bit 1 is set that means the same thing but for the right side of the portal.\n\nShould always have the same length as the portals in funnelState.
Pathfinding.PathTracer.scratchList pathtracer.html#scratchList
Pathfinding.PathTracer.startIsUpToDate pathtracer.html#startIsUpToDate
Pathfinding.PathTracer.startNode pathtracer.html#startNode Current start node of the path. \n\nSince the path is updated every time the agent moves, this will be the node which the agent is inside.\n\nIn case the path has become invalid, this will be set to the closest node to the agent, or if no such node could be found, it will be set to null.\n\n[more in online documentation]
Pathfinding.PathTracer.startNodeInternal pathtracer.html#startNodeInternal
Pathfinding.PathTracer.startPoint pathtracer.html#startPoint Start point of the path.
Pathfinding.PathTracer.unclampedEndPoint pathtracer.html#unclampedEndPoint
Pathfinding.PathTracer.unclampedStartPoint pathtracer.html#unclampedStartPoint
Pathfinding.PathTracer.version pathtracer.html#version Incremented whenever the path is changed.
Pathfinding.PathUtilities.BFSMap pathutilities.html#BFSMap
Pathfinding.PathUtilities.BFSQueue pathutilities.html#BFSQueue
Pathfinding.PathUtilities.ConstrainToSet.nodes constraintoset.html#nodes
Pathfinding.PathUtilities.FormationMode pathutilities.html#FormationMode
Pathfinding.PathUtilities.JobFormationPacked.DistanceComparer.positions distancecomparer.html#positions
Pathfinding.PathUtilities.JobFormationPacked.agentRadius jobformationpacked.html#agentRadius
Pathfinding.PathUtilities.JobFormationPacked.destination jobformationpacked.html#destination
Pathfinding.PathUtilities.JobFormationPacked.movementPlane jobformationpacked.html#movementPlane
Pathfinding.PathUtilities.JobFormationPacked.positions jobformationpacked.html#positions
Pathfinding.PathfindingEditorSettings.hasShownWelcomeScreen pathfindingeditorsettings.html#hasShownWelcomeScreen
Pathfinding.PathfindingTag.value pathfindingtag.html#value Underlaying tag value. \n\nShould always be between 0 and GraphNode.MaxTagIndex (inclusive).
Pathfinding.Patrol.agent patrol.html#agent
Pathfinding.Patrol.delay patrol.html#delay Time in seconds to wait at each target.
Pathfinding.Patrol.index patrol.html#index Current target index.
Pathfinding.Patrol.switchTime patrol.html#switchTime
Pathfinding.Patrol.targets patrol.html#targets Target points to move to in order.
Pathfinding.Patrol.updateDestinationEveryFrame patrol.html#updateDestinationEveryFrame If true, the agent's destination will be updated every frame instead of only when switching targets. \n\nThis is good if you have moving targets, but is otherwise unnecessary and slightly slower.
Pathfinding.PointGraph.NodeDistanceMode pointgraph.html#NodeDistanceMode Distance query mode. \n\n <b>[image in online documentation]</b>\n\nIn the image above there are a few red nodes. Assume the agent is the orange circle. Using the Node mode the closest point on the graph that would be found would be the node at the bottom center which may not be what you want. Using the Connection mode it will find the closest point on the connection between the two nodes in the top half of the image.\n\nWhen using the Connection option you may also want to use the Connection option for the Seeker's Start End Modifier snapping options. This is not strictly necessary, but it most cases it is what you want.\n\n[more in online documentation]
Pathfinding.PointGraph.PointGraphScanPromise.graph pointgraphscanpromise.html#graph
Pathfinding.PointGraph.PointGraphScanPromise.lookupTree pointgraphscanpromise.html#lookupTree
Pathfinding.PointGraph.PointGraphScanPromise.nodes pointgraphscanpromise.html#nodes
Pathfinding.PointGraph.PointGraphUpdatePromise.graph pointgraphupdatepromise.html#graph
Pathfinding.PointGraph.PointGraphUpdatePromise.graphUpdates pointgraphupdatepromise.html#graphUpdates
Pathfinding.PointGraph.isScanned pointgraph.html#isScanned
Pathfinding.PointGraph.limits pointgraph.html#limits Max distance along the axis for a connection to be valid. \n\n0 = infinity
Pathfinding.PointGraph.lookupTree pointgraph.html#lookupTree
Pathfinding.PointGraph.mask pointgraph.html#mask Layer mask to use for raycast.
Pathfinding.PointGraph.maxDistance pointgraph.html#maxDistance Max distance for a connection to be valid. \n\nThe value 0 (zero) will be read as infinity and thus all nodes not restricted by other constraints will be added as connections.\n\nA negative value will disable any neighbours to be added. It will completely stop the connection processing to be done, so it can save you processing power if you don't these connections.
Pathfinding.PointGraph.maximumConnectionLength pointgraph.html#maximumConnectionLength Longest known connection. \n\nIn squared Int3 units.\n\n[more in online documentation]
Pathfinding.PointGraph.nearestNodeDistanceMode pointgraph.html#nearestNodeDistanceMode Distance query mode. \n\n <b>[image in online documentation]</b>\n\nIn the image above there are a few red nodes. Assume the agent is the orange circle. Using the Node mode the closest point on the graph that would be found would be the node at the bottom center which may not be what you want. Using the Connection mode it will find the closest point on the connection between the two nodes in the top half of the image.\n\nWhen using the Connection option you may also want to use the Connection option for the Seeker's Start End Modifier snapping options. This is not strictly necessary, but it most cases it is what you want.\n\n[more in online documentation]\nIf you enable this during runtime, you will need to call RebuildConnectionDistanceLookup to make sure some cache data is properly recalculated. If the graph doesn't have any nodes yet or if you are going to scan the graph afterwards then you do not need to do this.
Pathfinding.PointGraph.nodeCount pointgraph.html#nodeCount Number of nodes in this graph.
Pathfinding.PointGraph.nodes pointgraph.html#nodes All nodes in this graph. \n\nNote that only the first nodeCount will be non-null.\n\nYou can also use the GetNodes method to get all nodes.
Pathfinding.PointGraph.optimizeForSparseGraph pointgraph.html#optimizeForSparseGraph Optimizes the graph for sparse graphs. \n\nThis can reduce calculation times for both scanning and for normal path requests by huge amounts. It reduces the number of node-node checks that need to be done during scan, and can also optimize getting the nearest node from the graph (such as when querying for a path).\n\nTry enabling and disabling this option, check the scan times logged when you scan the graph to see if your graph is suited for this optimization or if it makes it slower.\n\nThe gain of using this optimization increases with larger graphs, the default scan algorithm is brute force and requires O(n^2) checks, this optimization along with a graph suited for it, requires only O(n) checks during scan (assuming the connection distance limits are reasonable).\n\n[more in online documentation]\n\n\nIf you enable this during runtime, you will need to call RebuildNodeLookup to make sure any existing nodes are added to the lookup structure. If the graph doesn't have any nodes yet or if you are going to scan the graph afterwards then you do not need to do this.
Pathfinding.PointGraph.raycast pointgraph.html#raycast Use raycasts to check connections.
Pathfinding.PointGraph.recursive pointgraph.html#recursive Recursively search for child nodes to the root.
Pathfinding.PointGraph.root pointgraph.html#root Childs of this transform are treated as nodes.
Pathfinding.PointGraph.searchTag pointgraph.html#searchTag If no root is set, all nodes with the tag is used as nodes.
Pathfinding.PointGraph.thickRaycast pointgraph.html#thickRaycast Use thick raycast.
Pathfinding.PointGraph.thickRaycastRadius pointgraph.html#thickRaycastRadius Thick raycast radius.
Pathfinding.PointGraph.use2DPhysics pointgraph.html#use2DPhysics Use the 2D Physics API.
Pathfinding.PointGraphEditor.nearestNodeDistanceModeLabels pointgrapheditor.html#nearestNodeDistanceModeLabels
Pathfinding.PointKDTree.LeafArraySize pointkdtree.html#LeafArraySize
Pathfinding.PointKDTree.LeafSize pointkdtree.html#LeafSize
Pathfinding.PointKDTree.Node.count node.html#count Number of non-null entries in data.
Pathfinding.PointKDTree.Node.data node.html#data Nodes in this leaf node (null if not a leaf node)
Pathfinding.PointKDTree.Node.split node.html#split Split point along the splitAxis if not a leaf node.
Pathfinding.PointKDTree.Node.splitAxis node.html#splitAxis Axis to split along if not a leaf node (x=0, y=1, z=2)
Pathfinding.PointKDTree.arrayCache pointkdtree.html#arrayCache
Pathfinding.PointKDTree.comparers pointkdtree.html#comparers
Pathfinding.PointKDTree.largeList pointkdtree.html#largeList
Pathfinding.PointKDTree.numNodes pointkdtree.html#numNodes
Pathfinding.PointKDTree.tree pointkdtree.html#tree
Pathfinding.PointNode.connections pointnode.html#connections All connections from this node. \n\n[more in online documentation]
Pathfinding.PointNode.gameObject pointnode.html#gameObject GameObject this node was created from (if any). \n\n[more in online documentation]\n<b>[code in online documentation]</b>
Pathfinding.Polygon.cached_Int3_int_dict polygon.html#cached_Int3_int_dict Cached dictionary to avoid excessive allocations.
Pathfinding.ProceduralGraphMover.graph proceduralgraphmover.html#graph Graph to update. \n\nThis will be set at Start based on graphIndex. During runtime you may set this to any graph or to null to disable updates.
Pathfinding.ProceduralGraphMover.graphIndex proceduralgraphmover.html#graphIndex Index for the graph to update. \n\nThis will be used at Start to set graph.\n\nThis is an index into the AstarPath.active.data.graphs array.
Pathfinding.ProceduralGraphMover.target proceduralgraphmover.html#target Graph will be moved to follow this target.
Pathfinding.ProceduralGraphMover.updateDistance proceduralgraphmover.html#updateDistance Grid graphs will be updated if the target is more than this number of nodes from the graph center. \n\nNote that this is in nodes, not world units.\n\n[more in online documentation]
Pathfinding.ProceduralGraphMover.updatingGraph proceduralgraphmover.html#updatingGraph True while the graph is being updated by this script.
Pathfinding.ProceduralGridMoverEditor.graphLabels proceduralgridmovereditor.html#graphLabels
Pathfinding.Progress.graphCount progress.html#graphCount
Pathfinding.Progress.graphIndex progress.html#graphIndex
Pathfinding.Progress.progress progress.html#progress Current progress as a value between 0 and 1.
Pathfinding.Progress.stage progress.html#stage
Pathfinding.RVO.AgentDebugFlags rvo.html#AgentDebugFlags
Pathfinding.RVO.ArbitraryMovementPlane.matrix arbitrarymovementplane.html#matrix
Pathfinding.RVO.ArbitraryMovementPlane.plane arbitrarymovementplane.html#plane
Pathfinding.RVO.IAgent.AgentIndex iagent.html#AgentIndex Internal index of the agent. \n\n[more in online documentation]
Pathfinding.RVO.IAgent.AgentTimeHorizon iagent.html#AgentTimeHorizon Max number of estimated seconds to look into the future for collisions with agents. \n\nAs it turns out, this variable is also very good for controling agent avoidance priorities. Agents with lower values will avoid other agents less and thus you can make 'high priority agents' by giving them a lower value.
Pathfinding.RVO.IAgent.AvoidingAnyAgents iagent.html#AvoidingAnyAgents True if the agent's movement is affected by any other agents or obstacles. \n\nIf the agent is all alone, and can just move in a straight line to its target, this will be false. If it has to adjust its velocity, even slightly, to avoid collisions, this will be true.
Pathfinding.RVO.IAgent.CalculatedEffectivelyReachedDestination iagent.html#CalculatedEffectivelyReachedDestination
Pathfinding.RVO.IAgent.CalculatedSpeed iagent.html#CalculatedSpeed Optimal speed of the agent to avoid collisions. \n\nThe movement script should move towards CalculatedTargetPoint with this speed.
Pathfinding.RVO.IAgent.CalculatedTargetPoint iagent.html#CalculatedTargetPoint Optimal point to move towards to avoid collisions. \n\nThe movement script should move towards this point with a speed of CalculatedSpeed.\n\n[more in online documentation]
Pathfinding.RVO.IAgent.CollidesWith iagent.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\n[more in online documentation]
Pathfinding.RVO.IAgent.DebugFlags iagent.html#DebugFlags Draw debug information in the scene view.
Pathfinding.RVO.IAgent.DestroyedCallback iagent.html#DestroyedCallback Callback which will be called right the agent is removed from the simulation. \n\nThis agent should not be used anymore after this callback has been called.
Pathfinding.RVO.IAgent.FlowFollowingStrength iagent.html#FlowFollowingStrength Determines how strongly this agent just follows the flow instead of making other agents avoid it. \n\nThe default value is 0, if it is greater than zero (up to the maximum value of 1) other agents will not avoid this character as much. However it works in a different way to Priority.\n\nA group of agents with FlowFollowingStrength set to a high value that all try to reach the same point will end up just settling to stationary positions around that point, none will push the others away to any significant extent. This is tricky to achieve with priorities as priorities are all relative, so setting all agents to a low priority is the same thing as not changing priorities at all.\n\nShould be a value in the range [0, 1].
Pathfinding.RVO.IAgent.Height iagent.html#Height Height of the agent in world units. \n\nAgents are modelled as circles/cylinders.
Pathfinding.RVO.IAgent.HierarchicalNodeIndex iagent.html#HierarchicalNodeIndex
Pathfinding.RVO.IAgent.Layer iagent.html#Layer Specifies the avoidance layer for this agent. \n\nThe CollidesWith mask on other agents will determine if they will avoid this agent.
Pathfinding.RVO.IAgent.Locked iagent.html#Locked Locked agents will be assumed not to move.
Pathfinding.RVO.IAgent.MaxNeighbours iagent.html#MaxNeighbours Max number of agents to take into account. \n\nDecreasing this value can lead to better performance, increasing it can lead to better quality of the simulation.
Pathfinding.RVO.IAgent.MovementPlane iagent.html#MovementPlane Plane in which the agent moves. \n\nLocal avoidance calculations are always done in 2D and this plane determines how to convert from 3D to 2D.\n\nIn a typical 3D game the agents move in the XZ plane and in a 2D game they move in the XY plane. By default this is set to the XZ plane.\n\n[more in online documentation]
Pathfinding.RVO.IAgent.NeighbourCount iagent.html#NeighbourCount Number of neighbours that the agent took into account during the last simulation step.
Pathfinding.RVO.IAgent.ObstacleTimeHorizon iagent.html#ObstacleTimeHorizon Max number of estimated seconds to look into the future for collisions with obstacles.
Pathfinding.RVO.IAgent.Position iagent.html#Position Position of the agent. \n\nThe agent does not move by itself, a movement script has to be responsible for reading the CalculatedTargetPoint and CalculatedSpeed properties and move towards that point with that speed. This property should ideally be set every frame.
Pathfinding.RVO.IAgent.PreCalculationCallback iagent.html#PreCalculationCallback Callback which will be called right before avoidance calculations are started. \n\nUsed to update the other properties with the most up to date values
Pathfinding.RVO.IAgent.Priority iagent.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>
Pathfinding.RVO.IAgent.Radius iagent.html#Radius Radius of the agent in world units. \n\nAgents are modelled as circles/cylinders.
Pathfinding.RVO.IMovementPlaneWrapper.matrix imovementplanewrapper.html#matrix Maps from 2D (X, Y, 0) coordinates to world coordinates.
Pathfinding.RVO.IReadOnlySlice.Count ireadonlyslice.html#Count
Pathfinding.RVO.IReadOnlySlice.data ireadonlyslice.html#data
Pathfinding.RVO.IReadOnlySlice.length ireadonlyslice.html#length
Pathfinding.RVO.IReadOnlySlice.this[int index] ireadonlyslice.html#thisintindex
Pathfinding.RVO.JobDestinationReached.MarkerAlloc jobdestinationreached.html#MarkerAlloc
Pathfinding.RVO.JobDestinationReached.MarkerFirstPass jobdestinationreached.html#MarkerFirstPass
Pathfinding.RVO.JobDestinationReached.MarkerInvert jobdestinationreached.html#MarkerInvert
Pathfinding.RVO.JobDestinationReached.TempAgentData.blockedAndSlow tempagentdata.html#blockedAndSlow
Pathfinding.RVO.JobDestinationReached.TempAgentData.distToEndSq tempagentdata.html#distToEndSq
Pathfinding.RVO.JobDestinationReached.agentData jobdestinationreached.html#agentData
Pathfinding.RVO.JobDestinationReached.draw jobdestinationreached.html#draw
Pathfinding.RVO.JobDestinationReached.numAgents jobdestinationreached.html#numAgents
Pathfinding.RVO.JobDestinationReached.obstacleData jobdestinationreached.html#obstacleData
Pathfinding.RVO.JobDestinationReached.output jobdestinationreached.html#output
Pathfinding.RVO.JobDestinationReached.temporaryAgentData jobdestinationreached.html#temporaryAgentData
Pathfinding.RVO.JobHardCollisions.CollisionStrength jobhardcollisions.html#CollisionStrength How aggressively hard collisions are resolved. \n\nShould be a value between 0 and 1.
Pathfinding.RVO.JobHardCollisions.agentData jobhardcollisions.html#agentData
Pathfinding.RVO.JobHardCollisions.allowBoundsChecks jobhardcollisions.html#allowBoundsChecks
Pathfinding.RVO.JobHardCollisions.collisionVelocityOffsets jobhardcollisions.html#collisionVelocityOffsets
Pathfinding.RVO.JobHardCollisions.deltaTime jobhardcollisions.html#deltaTime
Pathfinding.RVO.JobHardCollisions.enabled jobhardcollisions.html#enabled
Pathfinding.RVO.JobHardCollisions.neighbours jobhardcollisions.html#neighbours
Pathfinding.RVO.JobHorizonAvoidancePhase1.agentData jobhorizonavoidancephase1.html#agentData
Pathfinding.RVO.JobHorizonAvoidancePhase1.allowBoundsChecks jobhorizonavoidancephase1.html#allowBoundsChecks
Pathfinding.RVO.JobHorizonAvoidancePhase1.desiredTargetPointInVelocitySpace jobhorizonavoidancephase1.html#desiredTargetPointInVelocitySpace
Pathfinding.RVO.JobHorizonAvoidancePhase1.draw jobhorizonavoidancephase1.html#draw
Pathfinding.RVO.JobHorizonAvoidancePhase1.horizonAgentData jobhorizonavoidancephase1.html#horizonAgentData
Pathfinding.RVO.JobHorizonAvoidancePhase1.neighbours jobhorizonavoidancephase1.html#neighbours
Pathfinding.RVO.JobHorizonAvoidancePhase2.allowBoundsChecks jobhorizonavoidancephase2.html#allowBoundsChecks
Pathfinding.RVO.JobHorizonAvoidancePhase2.desiredTargetPointInVelocitySpace jobhorizonavoidancephase2.html#desiredTargetPointInVelocitySpace
Pathfinding.RVO.JobHorizonAvoidancePhase2.desiredVelocity jobhorizonavoidancephase2.html#desiredVelocity
Pathfinding.RVO.JobHorizonAvoidancePhase2.horizonAgentData jobhorizonavoidancephase2.html#horizonAgentData
Pathfinding.RVO.JobHorizonAvoidancePhase2.movementPlane jobhorizonavoidancephase2.html#movementPlane
Pathfinding.RVO.JobHorizonAvoidancePhase2.neighbours jobhorizonavoidancephase2.html#neighbours
Pathfinding.RVO.JobHorizonAvoidancePhase2.versions jobhorizonavoidancephase2.html#versions
Pathfinding.RVO.JobRVO.LinearProgram2Output.firstFailedLineIndex linearprogram2output.html#firstFailedLineIndex
Pathfinding.RVO.JobRVO.LinearProgram2Output.velocity linearprogram2output.html#velocity
Pathfinding.RVO.JobRVO.MarkerConvertObstacles1 jobrvo.html#MarkerConvertObstacles1
Pathfinding.RVO.JobRVO.MarkerConvertObstacles2 jobrvo.html#MarkerConvertObstacles2
Pathfinding.RVO.JobRVO.MaxObstacleCount jobrvo.html#MaxObstacleCount
Pathfinding.RVO.JobRVO.ORCALine.direction orcaline.html#direction
Pathfinding.RVO.JobRVO.ORCALine.point orcaline.html#point
Pathfinding.RVO.JobRVO.SortByKey.keys sortbykey.html#keys
Pathfinding.RVO.JobRVO.agentData jobrvo.html#agentData
Pathfinding.RVO.JobRVO.allowBoundsChecks jobrvo.html#allowBoundsChecks
Pathfinding.RVO.JobRVO.deltaTime jobrvo.html#deltaTime
Pathfinding.RVO.JobRVO.draw jobrvo.html#draw
Pathfinding.RVO.JobRVO.navmeshEdgeData jobrvo.html#navmeshEdgeData
Pathfinding.RVO.JobRVO.output jobrvo.html#output
Pathfinding.RVO.JobRVO.priorityMultiplier jobrvo.html#priorityMultiplier
Pathfinding.RVO.JobRVO.symmetryBreakingBias jobrvo.html#symmetryBreakingBias
Pathfinding.RVO.JobRVO.temporaryAgentData jobrvo.html#temporaryAgentData
Pathfinding.RVO.JobRVO.useNavmeshAsObstacle jobrvo.html#useNavmeshAsObstacle
Pathfinding.RVO.JobRVOCalculateNeighbours.agentData jobrvocalculateneighbours.html#agentData
Pathfinding.RVO.JobRVOCalculateNeighbours.allowBoundsChecks jobrvocalculateneighbours.html#allowBoundsChecks
Pathfinding.RVO.JobRVOCalculateNeighbours.outNeighbours jobrvocalculateneighbours.html#outNeighbours
Pathfinding.RVO.JobRVOCalculateNeighbours.output jobrvocalculateneighbours.html#output
Pathfinding.RVO.JobRVOCalculateNeighbours.quadtree jobrvocalculateneighbours.html#quadtree
Pathfinding.RVO.JobRVOPreprocess.agentData jobrvopreprocess.html#agentData
Pathfinding.RVO.JobRVOPreprocess.endIndex jobrvopreprocess.html#endIndex
Pathfinding.RVO.JobRVOPreprocess.previousOutput jobrvopreprocess.html#previousOutput
Pathfinding.RVO.JobRVOPreprocess.startIndex jobrvopreprocess.html#startIndex
Pathfinding.RVO.JobRVOPreprocess.temporaryAgentData jobrvopreprocess.html#temporaryAgentData
Pathfinding.RVO.MovementPlane rvo.html#MovementPlane Plane which movement is primarily happening in.
Pathfinding.RVO.NativeHashMapIntInt rvo.html#NativeHashMapIntInt
Pathfinding.RVO.ObstacleType rvo.html#ObstacleType Type of obstacle shape. \n\n[more in online documentation]
Pathfinding.RVO.ObstacleVertexGroup.boundsMn obstaclevertexgroup.html#boundsMn
Pathfinding.RVO.ObstacleVertexGroup.boundsMx obstaclevertexgroup.html#boundsMx
Pathfinding.RVO.ObstacleVertexGroup.type obstaclevertexgroup.html#type Type of obstacle shape.
Pathfinding.RVO.ObstacleVertexGroup.vertexCount obstaclevertexgroup.html#vertexCount Number of vertices that this group consists of.
Pathfinding.RVO.RVOController.AvoidingAnyAgents rvocontroller.html#AvoidingAnyAgents True if the agent's movement is affected by any other agents or obstacles. \n\nIf the agent is all alone, and can just move in a straight line to its target, this will be false. If it has to adjust its velocity, even slightly, to avoid collisions, this will be true.
Pathfinding.RVO.RVOController.RVOControllerMigrations rvocontroller.html#RVOControllerMigrations
Pathfinding.RVO.RVOController.agentTimeHorizon rvocontroller.html#agentTimeHorizon How far into the future to look for collisions with other agents (in seconds)
Pathfinding.RVO.RVOController.ai rvocontroller.html#ai Cached reference to a movement script (if one is used)
Pathfinding.RVO.RVOController.aiBackingField rvocontroller.html#aiBackingField
Pathfinding.RVO.RVOController.center rvocontroller.html#center Center of the agent relative to the pivot point of this game object. \n\n[more in online documentation]
Pathfinding.RVO.RVOController.centerBackingField rvocontroller.html#centerBackingField
Pathfinding.RVO.RVOController.collidesWith rvocontroller.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]
Pathfinding.RVO.RVOController.debug rvocontroller.html#debug Enables drawing debug information in the scene view.
Pathfinding.RVO.RVOController.enableRotation rvocontroller.html#enableRotation [more in online documentation]
Pathfinding.RVO.RVOController.flowFollowingStrength rvocontroller.html#flowFollowingStrength Determines how strongly this agent just follows the flow instead of making other agents avoid it. \n\nThe default value is 0, if it is greater than zero (up to the maximum value of 1) other agents will not avoid this character as much. However it works in a different way to Priority.\n\nA group of agents with FlowFollowingStrength set to a high value that all try to reach the same point will end up just settling to stationary positions around that point, none will push the others away to any significant extent. This is tricky to achieve with priorities as priorities are all relative, so setting all agents to a low priority is the same thing as not changing priorities at all.\n\nShould be a value in the range [0, 1].
Pathfinding.RVO.RVOController.height rvocontroller.html#height Height of the agent in world units. \n\n[more in online documentation]
Pathfinding.RVO.RVOController.heightBackingField rvocontroller.html#heightBackingField
Pathfinding.RVO.RVOController.layer rvocontroller.html#layer Specifies the avoidance layer for this agent. \n\nThe collidesWith mask on other agents will determine if they will avoid this agent.
Pathfinding.RVO.RVOController.lockWhenNotMoving rvocontroller.html#lockWhenNotMoving Automatically set locked to true when desired velocity is approximately zero. \n\nThis prevents other units from pushing them away when they are supposed to e.g block a choke point.\n\nWhen this is true every call to SetTarget or Move will set the locked field to true if the desired velocity was non-zero or false if it was zero.
Pathfinding.RVO.RVOController.locked rvocontroller.html#locked A locked unit cannot move. \n\nOther units will still avoid it but avoidance quality is not the best.
Pathfinding.RVO.RVOController.mask rvocontroller.html#mask [more in online documentation]
Pathfinding.RVO.RVOController.maxNeighbours rvocontroller.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.
Pathfinding.RVO.RVOController.maxSpeed rvocontroller.html#maxSpeed [more in online documentation]
Pathfinding.RVO.RVOController.movementPlane rvocontroller.html#movementPlane Determines if the XY (2D) or XZ (3D) plane is used for movement.
Pathfinding.RVO.RVOController.movementPlaneBackingField rvocontroller.html#movementPlaneBackingField
Pathfinding.RVO.RVOController.movementPlaneMode rvocontroller.html#movementPlaneMode
Pathfinding.RVO.RVOController.obstacleQuery rvocontroller.html#obstacleQuery
Pathfinding.RVO.RVOController.obstacleTimeHorizon rvocontroller.html#obstacleTimeHorizon How far into the future to look for collisions with obstacles (in seconds)
Pathfinding.RVO.RVOController.position rvocontroller.html#position Current position of the agent. \n\nNote that this is only updated every local avoidance simulation step, not every frame.
Pathfinding.RVO.RVOController.priority rvocontroller.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>
Pathfinding.RVO.RVOController.priorityMultiplier rvocontroller.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.
Pathfinding.RVO.RVOController.radius rvocontroller.html#radius Radius of the agent in world units. \n\n[more in online documentation]
Pathfinding.RVO.RVOController.radiusBackingField rvocontroller.html#radiusBackingField
Pathfinding.RVO.RVOController.rotationSpeed rvocontroller.html#rotationSpeed [more in online documentation]
Pathfinding.RVO.RVOController.rvoAgent rvocontroller.html#rvoAgent Reference to the internal agent.
Pathfinding.RVO.RVOController.simulator rvocontroller.html#simulator Reference to the rvo simulator.
Pathfinding.RVO.RVOController.tr rvocontroller.html#tr Cached tranform component.
Pathfinding.RVO.RVOController.velocity rvocontroller.html#velocity Current calculated velocity of the agent. \n\nThis is not necessarily the velocity the agent is actually moving with (that is up to the movement script to decide) but it is the velocity that the RVO system has calculated is best for avoiding obstacles and reaching the target.\n\n[more in online documentation]\nYou can also set the velocity of the agent. This will override the local avoidance input completely. It is useful if you have a player controlled character and want other agents to avoid it.\n\nSetting the velocity using this property will mark the agent as being externally controlled for 1 simulation step. Local avoidance calculations will be skipped for the next simulation step but will be resumed after that unless this property is set again.\n\nNote that if you set the velocity the value that can be read from this property will not change until the next simulation step.\n\n[more in online documentation]
Pathfinding.RVO.RVOController.wallAvoidFalloff rvocontroller.html#wallAvoidFalloff How much the wallAvoidForce decreases with distance. \n\nThe strenght of avoidance is: <b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.RVO.RVOController.wallAvoidForce rvocontroller.html#wallAvoidForce An extra force to avoid walls. \n\nThis can be good way to reduce "wall hugging" behaviour.\n\n[more in online documentation]
Pathfinding.RVO.RVODestinationCrowdedBehavior.DefaultPriority rvodestinationcrowdedbehavior.html#DefaultPriority
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.QueryData.agentDestination querydata.html#agentDestination
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.QueryData.agentIndex querydata.html#agentIndex
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.QueryData.densityThreshold querydata.html#densityThreshold
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.agentDesiredSpeed jobdensitycheck.html#agentDesiredSpeed
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.agentOutputSpeed jobdensitycheck.html#agentOutputSpeed
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.agentOutputTargetPoint jobdensitycheck.html#agentOutputTargetPoint
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.agentPosition jobdensitycheck.html#agentPosition
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.agentRadius jobdensitycheck.html#agentRadius
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.agentTargetPoint jobdensitycheck.html#agentTargetPoint
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.allowBoundsChecks jobdensitycheck.html#allowBoundsChecks
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.data jobdensitycheck.html#data
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.deltaTime jobdensitycheck.html#deltaTime
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.outThresholdResult jobdensitycheck.html#outThresholdResult
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.progressAverage jobdensitycheck.html#progressAverage
Pathfinding.RVO.RVODestinationCrowdedBehavior.JobDensityCheck.quadtree jobdensitycheck.html#quadtree
Pathfinding.RVO.RVODestinationCrowdedBehavior.MaximumCirclePackingDensity rvodestinationcrowdedbehavior.html#MaximumCirclePackingDensity See <a href="https://en.wikipedia.org/wiki/Circle_packing">https://en.wikipedia.org/wiki/Circle_packing</a>.
Pathfinding.RVO.RVODestinationCrowdedBehavior.MoveBackPriority rvodestinationcrowdedbehavior.html#MoveBackPriority
Pathfinding.RVO.RVODestinationCrowdedBehavior.StoppedPriority rvodestinationcrowdedbehavior.html#StoppedPriority
Pathfinding.RVO.RVODestinationCrowdedBehavior.densityThreshold rvodestinationcrowdedbehavior.html#densityThreshold The threshold for when to stop. \n\nSee the class description for more info.
Pathfinding.RVO.RVODestinationCrowdedBehavior.enabled rvodestinationcrowdedbehavior.html#enabled Enables or disables this module.
Pathfinding.RVO.RVODestinationCrowdedBehavior.lastJobDensityResult rvodestinationcrowdedbehavior.html#lastJobDensityResult
Pathfinding.RVO.RVODestinationCrowdedBehavior.lastShouldStopDestination rvodestinationcrowdedbehavior.html#lastShouldStopDestination
Pathfinding.RVO.RVODestinationCrowdedBehavior.lastShouldStopResult rvodestinationcrowdedbehavior.html#lastShouldStopResult
Pathfinding.RVO.RVODestinationCrowdedBehavior.progressAverage rvodestinationcrowdedbehavior.html#progressAverage
Pathfinding.RVO.RVODestinationCrowdedBehavior.reachedDestination rvodestinationcrowdedbehavior.html#reachedDestination True if the agent has reached its destination. \n\nIf the agents destination changes this may return false until the next frame. Note that changing the destination every frame may cause this value to never return true.\n\nTrue will be returned if the agent has stopped due to being close enough to the destination. This may be quite some distance away if there are many other agents around the destination.\n\n[more in online documentation]
Pathfinding.RVO.RVODestinationCrowdedBehavior.reachedDestinationPoint rvodestinationcrowdedbehavior.html#reachedDestinationPoint
Pathfinding.RVO.RVODestinationCrowdedBehavior.returnAfterBeingPushedAway rvodestinationcrowdedbehavior.html#returnAfterBeingPushedAway If true, the agent will start to move to the destination again if it determines that it is now less crowded. \n\nIf false and the destination becomes less crowded (or if the agent is pushed away from the destination in some way), then the agent will still stay put.
Pathfinding.RVO.RVODestinationCrowdedBehavior.shouldStopDelayTimer rvodestinationcrowdedbehavior.html#shouldStopDelayTimer
Pathfinding.RVO.RVODestinationCrowdedBehavior.timer1 rvodestinationcrowdedbehavior.html#timer1
Pathfinding.RVO.RVODestinationCrowdedBehavior.wasEnabled rvodestinationcrowdedbehavior.html#wasEnabled
Pathfinding.RVO.RVODestinationCrowdedBehavior.wasStopped rvodestinationcrowdedbehavior.html#wasStopped
Pathfinding.RVO.RVOLayer rvo.html#RVOLayer
Pathfinding.RVO.RVONavmesh.wallHeight rvonavmesh.html#wallHeight Height of the walls added for each obstacle edge. \n\nIf a graph contains overlapping regions (e.g multiple floor in a building) you should set this low enough so that edges on different levels do not interfere, but high enough so that agents cannot move over them by mistake.
Pathfinding.RVO.RVOObstacle.ExecuteInEditor rvoobstacle.html#ExecuteInEditor Enable executing in editor to draw gizmos. \n\nIf enabled, the CreateObstacles function will be executed in the editor as well in order to draw gizmos.
Pathfinding.RVO.RVOObstacle.Height rvoobstacle.html#Height
Pathfinding.RVO.RVOObstacle.LocalCoordinates rvoobstacle.html#LocalCoordinates If enabled, all coordinates are handled as local.
Pathfinding.RVO.RVOObstacle.ObstacleVertexWinding rvoobstacle.html#ObstacleVertexWinding RVO Obstacle Modes. \n\nDetermines winding order of obstacle vertices
Pathfinding.RVO.RVOObstacle.StaticObstacle rvoobstacle.html#StaticObstacle Static or dynamic. \n\nThis determines if the obstacle can be updated by e.g moving the transform around in the scene.
Pathfinding.RVO.RVOObstacle.layer rvoobstacle.html#layer
Pathfinding.RVO.RVOObstacle.obstacleMode rvoobstacle.html#obstacleMode Mode of the obstacle. \n\nDetermines winding order of the vertices
Pathfinding.RVO.RVOObstacleCache.MarkerAllocate rvoobstaclecache.html#MarkerAllocate
Pathfinding.RVO.RVOObstacleCache.ObstacleSegment.vertex1 obstaclesegment.html#vertex1
Pathfinding.RVO.RVOObstacleCache.ObstacleSegment.vertex1LinkId obstaclesegment.html#vertex1LinkId
Pathfinding.RVO.RVOObstacleCache.ObstacleSegment.vertex2 obstaclesegment.html#vertex2
Pathfinding.RVO.RVOObstacleCache.ObstacleSegment.vertex2LinkId obstaclesegment.html#vertex2LinkId
Pathfinding.RVO.RVOQuadtreeBurst.BitPackingMask rvoquadtreeburst.html#BitPackingMask
Pathfinding.RVO.RVOQuadtreeBurst.BitPackingShift rvoquadtreeburst.html#BitPackingShift
Pathfinding.RVO.RVOQuadtreeBurst.ChildLookup rvoquadtreeburst.html#ChildLookup For a given number, contains the index of the first non-zero bit. \n\nOnly the values 0 through 15 are used when movementPlane is XZ or XY.\n\nUse bytes instead of ints to save some precious L1 cache memory.
Pathfinding.RVO.RVOQuadtreeBurst.DebugDrawJob.draw debugdrawjob.html#draw
Pathfinding.RVO.RVOQuadtreeBurst.DebugDrawJob.quadtree debugdrawjob.html#quadtree
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.agentPositions jobbuild.html#agentPositions
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.agentRadii jobbuild.html#agentRadii
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.agentSpeeds jobbuild.html#agentSpeeds
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.agentVersions jobbuild.html#agentVersions
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.agents jobbuild.html#agents Length should be greater or equal to agentPositions.Length.
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.movementPlane jobbuild.html#movementPlane
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.numAgents jobbuild.html#numAgents
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outAgentCount jobbuild.html#outAgentCount Should have size 1.
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outAgentPositions jobbuild.html#outAgentPositions
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outAgentRadii jobbuild.html#outAgentRadii
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outArea jobbuild.html#outArea Should have size: InnerNodeCountUpperBound(numAgents)
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outBoundingBox jobbuild.html#outBoundingBox Should have size 2.
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outChildPointers jobbuild.html#outChildPointers Should have size: InnerNodeCountUpperBound(numAgents)
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outMaxRadius jobbuild.html#outMaxRadius Should have size: InnerNodeCountUpperBound(numAgents)
Pathfinding.RVO.RVOQuadtreeBurst.JobBuild.outMaxSpeeds jobbuild.html#outMaxSpeeds Should have size: InnerNodeCountUpperBound(numAgents)
Pathfinding.RVO.RVOQuadtreeBurst.LeafNodeBit rvoquadtreeburst.html#LeafNodeBit
Pathfinding.RVO.RVOQuadtreeBurst.LeafSize rvoquadtreeburst.html#LeafSize
Pathfinding.RVO.RVOQuadtreeBurst.MaxAgents rvoquadtreeburst.html#MaxAgents
Pathfinding.RVO.RVOQuadtreeBurst.MaxDepth rvoquadtreeburst.html#MaxDepth
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.agentRadius quadtreequery.html#agentRadius
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.maxCount quadtreequery.html#maxCount
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.outputStartIndex quadtreequery.html#outputStartIndex
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.position quadtreequery.html#position
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.result quadtreequery.html#result
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.resultDistances quadtreequery.html#resultDistances
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.speed quadtreequery.html#speed
Pathfinding.RVO.RVOQuadtreeBurst.QuadtreeQuery.timeHorizon quadtreequery.html#timeHorizon
Pathfinding.RVO.RVOQuadtreeBurst.agentCountBuffer rvoquadtreeburst.html#agentCountBuffer
Pathfinding.RVO.RVOQuadtreeBurst.agentPositions rvoquadtreeburst.html#agentPositions
Pathfinding.RVO.RVOQuadtreeBurst.agentRadii rvoquadtreeburst.html#agentRadii
Pathfinding.RVO.RVOQuadtreeBurst.agents rvoquadtreeburst.html#agents
Pathfinding.RVO.RVOQuadtreeBurst.boundingBoxBuffer rvoquadtreeburst.html#boundingBoxBuffer
Pathfinding.RVO.RVOQuadtreeBurst.bounds rvoquadtreeburst.html#bounds
Pathfinding.RVO.RVOQuadtreeBurst.childPointers rvoquadtreeburst.html#childPointers
Pathfinding.RVO.RVOQuadtreeBurst.maxRadius rvoquadtreeburst.html#maxRadius
Pathfinding.RVO.RVOQuadtreeBurst.maxSpeeds rvoquadtreeburst.html#maxSpeeds
Pathfinding.RVO.RVOQuadtreeBurst.movementPlane rvoquadtreeburst.html#movementPlane
Pathfinding.RVO.RVOQuadtreeBurst.nodeAreas rvoquadtreeburst.html#nodeAreas
Pathfinding.RVO.RVOSimulator.active rvosimulator.html#active First RVOSimulator in the scene (usually there is only one)
Pathfinding.RVO.RVOSimulator.desiredSimulationFPS rvosimulator.html#desiredSimulationFPS Desired FPS for rvo simulation. \n\nIt is usually not necessary to run a crowd simulation at a very high fps. Usually 10-30 fps is enough, but it can be increased for better quality. The rvo simulation will never run at a higher fps than the game
Pathfinding.RVO.RVOSimulator.doubleBuffering rvosimulator.html#doubleBuffering Calculate local avoidance in between frames. \n\nIf this is enabled and multithreading is used, the local avoidance calculations will continue to run until the next frame instead of waiting for them to be done the same frame. This can increase the performance but it can make the agents seem a little less responsive.\n\nThis will only be read at Awake. \n\n[more in online documentation]
Pathfinding.RVO.RVOSimulator.drawQuadtree rvosimulator.html#drawQuadtree
Pathfinding.RVO.RVOSimulator.hardCollisions rvosimulator.html#hardCollisions Prevent agent overlap more aggressively. \n\nThis will it much harder for agents to overlap, even in crowded scenarios. It is particularly noticable when running at a low simulation fps. This does not influence agent avoidance when the agents are not overlapping.\n\nEnabling this has a small performance penalty, usually not high enough to care about.\n\nDisabling this may be beneficial if you want softer behaviour when larger groups of agents collide.
Pathfinding.RVO.RVOSimulator.movementPlane rvosimulator.html#movementPlane Determines if the XY (2D) or XZ (3D) plane is used for movement. \n\nFor 2D games you would set this to XY and for 3D games you would usually set it to XZ.
Pathfinding.RVO.RVOSimulator.simulatorBurst rvosimulator.html#simulatorBurst Reference to the internal simulator.
Pathfinding.RVO.RVOSimulator.symmetryBreakingBias rvosimulator.html#symmetryBreakingBias Bias agents to pass each other on the right side. \n\nIf the desired velocity of an agent puts it on a collision course with another agent or an obstacle its desired velocity will be rotated this number of radians (1 radian is approximately 57°) to the right. This helps to break up symmetries and makes it possible to resolve some situations much faster.\n\nWhen many agents have the same goal this can however have the side effect that the group clustered around the target point may as a whole start to spin around the target point.\n\nRecommended values are in the range of 0 to 0.2.\n\nIf this value is negative, the agents will be biased towards passing each other on the left side instead.
Pathfinding.RVO.RVOSimulator.useNavmeshAsObstacle rvosimulator.html#useNavmeshAsObstacle Allows the local avoidance system to take the edges of the navmesh into account. \n\nThis will make agents try to avoid moving into, and getting pushed into the borders of the navmesh.\n\nThis works best on navmesh/recast graphs, but can also be used on grid graphs.\n\nEnabling this has a performance impact.\n\n[more in online documentation]\nIf you are writing your own movement script, you must call RVOController.SetObstacleQuery every frame for the navmesh obstacle detection to work.
Pathfinding.RVO.RVOSimulator.workerThreads rvosimulator.html#workerThreads Number of RVO worker threads. \n\nIf set to None, no multithreading will be used. Using multithreading can significantly improve performance by offloading work to other CPU cores.\n\n[more in online documentation]
Pathfinding.RVO.RVOSquareObstacle.ExecuteInEditor rvosquareobstacle.html#ExecuteInEditor
Pathfinding.RVO.RVOSquareObstacle.Height rvosquareobstacle.html#Height
Pathfinding.RVO.RVOSquareObstacle.LocalCoordinates rvosquareobstacle.html#LocalCoordinates
Pathfinding.RVO.RVOSquareObstacle.StaticObstacle rvosquareobstacle.html#StaticObstacle
Pathfinding.RVO.RVOSquareObstacle.center rvosquareobstacle.html#center Center of the square.
Pathfinding.RVO.RVOSquareObstacle.height rvosquareobstacle.html#height Height of the obstacle.
Pathfinding.RVO.RVOSquareObstacle.size rvosquareobstacle.html#size Size of the square.
Pathfinding.RVO.ReachedEndOfPath rvo.html#ReachedEndOfPath
Pathfinding.RVO.SimulatorBurst.Agent.AgentIndex agent.html#AgentIndex
Pathfinding.RVO.SimulatorBurst.Agent.AgentTimeHorizon agent.html#AgentTimeHorizon
Pathfinding.RVO.SimulatorBurst.Agent.AvoidingAnyAgents agent.html#AvoidingAnyAgents
Pathfinding.RVO.SimulatorBurst.Agent.CalculatedEffectivelyReachedDestination agent.html#CalculatedEffectivelyReachedDestination
Pathfinding.RVO.SimulatorBurst.Agent.CalculatedSpeed agent.html#CalculatedSpeed
Pathfinding.RVO.SimulatorBurst.Agent.CalculatedTargetPoint agent.html#CalculatedTargetPoint
Pathfinding.RVO.SimulatorBurst.Agent.CollidesWith agent.html#CollidesWith
Pathfinding.RVO.SimulatorBurst.Agent.DebugFlags agent.html#DebugFlags
Pathfinding.RVO.SimulatorBurst.Agent.DestroyedCallback agent.html#DestroyedCallback
Pathfinding.RVO.SimulatorBurst.Agent.FlowFollowingStrength agent.html#FlowFollowingStrength
Pathfinding.RVO.SimulatorBurst.Agent.Height agent.html#Height
Pathfinding.RVO.SimulatorBurst.Agent.HierarchicalNodeIndex agent.html#HierarchicalNodeIndex
Pathfinding.RVO.SimulatorBurst.Agent.Layer agent.html#Layer
Pathfinding.RVO.SimulatorBurst.Agent.Locked agent.html#Locked
Pathfinding.RVO.SimulatorBurst.Agent.MaxNeighbours agent.html#MaxNeighbours
Pathfinding.RVO.SimulatorBurst.Agent.MovementPlane agent.html#MovementPlane
Pathfinding.RVO.SimulatorBurst.Agent.NeighbourCount agent.html#NeighbourCount
Pathfinding.RVO.SimulatorBurst.Agent.ObstacleTimeHorizon agent.html#ObstacleTimeHorizon
Pathfinding.RVO.SimulatorBurst.Agent.Position agent.html#Position
Pathfinding.RVO.SimulatorBurst.Agent.PreCalculationCallback agent.html#PreCalculationCallback
Pathfinding.RVO.SimulatorBurst.Agent.Priority agent.html#Priority
Pathfinding.RVO.SimulatorBurst.Agent.Radius agent.html#Radius
Pathfinding.RVO.SimulatorBurst.Agent.agentIndex agent.html#agentIndex
Pathfinding.RVO.SimulatorBurst.Agent.simulator agent.html#simulator
Pathfinding.RVO.SimulatorBurst.AgentBounds simulatorburst.html#AgentBounds
Pathfinding.RVO.SimulatorBurst.AgentCount simulatorburst.html#AgentCount Number of agents in the simulation.
Pathfinding.RVO.SimulatorBurst.AgentData.agentObstacleMapping agentdata.html#agentObstacleMapping Which obstacle data in the ObstacleData.obstacles array the agent should use for avoidance.
Pathfinding.RVO.SimulatorBurst.AgentData.agentTimeHorizon agentdata.html#agentTimeHorizon
Pathfinding.RVO.SimulatorBurst.AgentData.allowedVelocityDeviationAngles agentdata.html#allowedVelocityDeviationAngles x = signed left angle in radians, y = signed right angle in radians (should be greater than x)
Pathfinding.RVO.SimulatorBurst.AgentData.collidesWith agentdata.html#collidesWith
Pathfinding.RVO.SimulatorBurst.AgentData.collisionNormal agentdata.html#collisionNormal
Pathfinding.RVO.SimulatorBurst.AgentData.debugFlags agentdata.html#debugFlags
Pathfinding.RVO.SimulatorBurst.AgentData.desiredSpeed agentdata.html#desiredSpeed
Pathfinding.RVO.SimulatorBurst.AgentData.endOfPath agentdata.html#endOfPath
Pathfinding.RVO.SimulatorBurst.AgentData.flowFollowingStrength agentdata.html#flowFollowingStrength
Pathfinding.RVO.SimulatorBurst.AgentData.height agentdata.html#height
Pathfinding.RVO.SimulatorBurst.AgentData.hierarchicalNodeIndex agentdata.html#hierarchicalNodeIndex
Pathfinding.RVO.SimulatorBurst.AgentData.layer agentdata.html#layer
Pathfinding.RVO.SimulatorBurst.AgentData.locked agentdata.html#locked
Pathfinding.RVO.SimulatorBurst.AgentData.manuallyControlled agentdata.html#manuallyControlled
Pathfinding.RVO.SimulatorBurst.AgentData.maxNeighbours agentdata.html#maxNeighbours
Pathfinding.RVO.SimulatorBurst.AgentData.maxSpeed agentdata.html#maxSpeed
Pathfinding.RVO.SimulatorBurst.AgentData.movementPlane agentdata.html#movementPlane
Pathfinding.RVO.SimulatorBurst.AgentData.obstacleTimeHorizon agentdata.html#obstacleTimeHorizon
Pathfinding.RVO.SimulatorBurst.AgentData.position agentdata.html#position
Pathfinding.RVO.SimulatorBurst.AgentData.priority agentdata.html#priority
Pathfinding.RVO.SimulatorBurst.AgentData.radius agentdata.html#radius
Pathfinding.RVO.SimulatorBurst.AgentData.targetPoint agentdata.html#targetPoint
Pathfinding.RVO.SimulatorBurst.AgentData.version agentdata.html#version
Pathfinding.RVO.SimulatorBurst.AgentOutputData.blockedByAgents agentoutputdata.html#blockedByAgents
Pathfinding.RVO.SimulatorBurst.AgentOutputData.effectivelyReachedDestination agentoutputdata.html#effectivelyReachedDestination
Pathfinding.RVO.SimulatorBurst.AgentOutputData.forwardClearance agentoutputdata.html#forwardClearance
Pathfinding.RVO.SimulatorBurst.AgentOutputData.numNeighbours agentoutputdata.html#numNeighbours
Pathfinding.RVO.SimulatorBurst.AgentOutputData.speed agentoutputdata.html#speed
Pathfinding.RVO.SimulatorBurst.AgentOutputData.targetPoint agentoutputdata.html#targetPoint
Pathfinding.RVO.SimulatorBurst.DesiredDeltaTime simulatorburst.html#DesiredDeltaTime Time in seconds between each simulation step. \n\nThis is the desired delta time, the simulation will never run at a higher fps than the rate at which the Update function is called.
Pathfinding.RVO.SimulatorBurst.HardCollisions simulatorburst.html#HardCollisions Use hard collisions.
Pathfinding.RVO.SimulatorBurst.HorizonAgentData.horizonMaxAngle horizonagentdata.html#horizonMaxAngle
Pathfinding.RVO.SimulatorBurst.HorizonAgentData.horizonMinAngle horizonagentdata.html#horizonMinAngle
Pathfinding.RVO.SimulatorBurst.HorizonAgentData.horizonSide horizonagentdata.html#horizonSide
Pathfinding.RVO.SimulatorBurst.MaxBlockingAgentCount simulatorburst.html#MaxBlockingAgentCount
Pathfinding.RVO.SimulatorBurst.MaxNeighbourCount simulatorburst.html#MaxNeighbourCount
Pathfinding.RVO.SimulatorBurst.MaxObstacleVertices simulatorburst.html#MaxObstacleVertices
Pathfinding.RVO.SimulatorBurst.MovementPlane simulatorburst.html#MovementPlane
Pathfinding.RVO.SimulatorBurst.ObstacleData.obstacleVertexGroups obstacledata.html#obstacleVertexGroups Groups of vertices representing obstacles. \n\nAn obstacle is either a cycle or a chain of vertices
Pathfinding.RVO.SimulatorBurst.ObstacleData.obstacleVertices obstacledata.html#obstacleVertices Vertices of all obstacles.
Pathfinding.RVO.SimulatorBurst.ObstacleData.obstacles obstacledata.html#obstacles Obstacle sets, each one is represented as a set of obstacle vertex groups.
Pathfinding.RVO.SimulatorBurst.SymmetryBreakingBias simulatorburst.html#SymmetryBreakingBias Bias agents to pass each other on the right side. \n\nIf the desired velocity of an agent puts it on a collision course with another agent or an obstacle its desired velocity will be rotated this number of radians (1 radian is approximately 57°) to the right. This helps to break up symmetries and makes it possible to resolve some situations much faster.\n\nWhen many agents have the same goal this can however have the side effect that the group clustered around the target point may as a whole start to spin around the target point.\n\nRecommended values are in the range of 0 to 0.2.\n\nIf this value is negative, the agents will be biased towards passing each other on the left side instead.
Pathfinding.RVO.SimulatorBurst.TemporaryAgentData.collisionVelocityOffsets temporaryagentdata.html#collisionVelocityOffsets
Pathfinding.RVO.SimulatorBurst.TemporaryAgentData.currentVelocity temporaryagentdata.html#currentVelocity
Pathfinding.RVO.SimulatorBurst.TemporaryAgentData.desiredTargetPointInVelocitySpace temporaryagentdata.html#desiredTargetPointInVelocitySpace
Pathfinding.RVO.SimulatorBurst.TemporaryAgentData.desiredVelocity temporaryagentdata.html#desiredVelocity
Pathfinding.RVO.SimulatorBurst.TemporaryAgentData.neighbours temporaryagentdata.html#neighbours
Pathfinding.RVO.SimulatorBurst.UseNavmeshAsObstacle simulatorburst.html#UseNavmeshAsObstacle
Pathfinding.RVO.SimulatorBurst.agentDestroyCallbacks simulatorburst.html#agentDestroyCallbacks
Pathfinding.RVO.SimulatorBurst.agentPreCalculationCallbacks simulatorburst.html#agentPreCalculationCallbacks
Pathfinding.RVO.SimulatorBurst.debugDrawingScope simulatorburst.html#debugDrawingScope Scope for drawing gizmos even on frames during which the simulation is not running. \n\nThis is used to draw the obstacles, quadtree and agent debug lines.
Pathfinding.RVO.SimulatorBurst.desiredDeltaTime simulatorburst.html#desiredDeltaTime Inverse desired simulation fps. \n\n[more in online documentation]
Pathfinding.RVO.SimulatorBurst.drawQuadtree simulatorburst.html#drawQuadtree
Pathfinding.RVO.SimulatorBurst.freeAgentIndices simulatorburst.html#freeAgentIndices
Pathfinding.RVO.SimulatorBurst.horizonAgentData simulatorburst.html#horizonAgentData
Pathfinding.RVO.SimulatorBurst.lastJob simulatorburst.html#lastJob Job handle for the last update.
Pathfinding.RVO.SimulatorBurst.movementPlane simulatorburst.html#movementPlane Determines if the XY (2D) or XZ (3D) plane is used for movement.
Pathfinding.RVO.SimulatorBurst.numAgents simulatorburst.html#numAgents Number of agents in this simulation.
Pathfinding.RVO.SimulatorBurst.obstacleData simulatorburst.html#obstacleData Internal obstacle data. \n\nNormally you will never need to access this directly
Pathfinding.RVO.SimulatorBurst.outputData simulatorburst.html#outputData Internal simulation data. \n\nCan be used if you need very high performance access to the agent data. Normally you would use the SimulatorBurst.Agent class instead (implements the IAgent interface).
Pathfinding.RVO.SimulatorBurst.quadtree simulatorburst.html#quadtree Quadtree for this simulation. \n\nUsed internally by the simulation to perform fast neighbour lookups for each agent. Please only read from this tree, do not rebuild it since that can interfere with the simulation. It is rebuilt when necessary.
Pathfinding.RVO.SimulatorBurst.simulationData simulatorburst.html#simulationData Internal simulation data. \n\nCan be used if you need very high performance access to the agent data. Normally you would use the SimulatorBurst.Agent class instead (implements the IAgent interface).
Pathfinding.RVO.SimulatorBurst.temporaryAgentData simulatorburst.html#temporaryAgentData
Pathfinding.RVO.UnmanagedObstacle.groupsAllocation unmanagedobstacle.html#groupsAllocation The allocation in ObstacleData.obstacles which represents the obstacle groups.
Pathfinding.RVO.UnmanagedObstacle.verticesAllocation unmanagedobstacle.html#verticesAllocation The allocation in ObstacleData.obstacleVertices which represents all vertices used for these obstacles.
Pathfinding.RVO.XYMovementPlane.matrix xymovementplane.html#matrix
Pathfinding.RVO.XZMovementPlane.matrix xzmovementplane.html#matrix
Pathfinding.RVOSimulatorEditor.movementPlaneOptions rvosimulatoreditor.html#movementPlaneOptions
Pathfinding.RadiusModifier.Order radiusmodifier.html#Order
Pathfinding.RadiusModifier.TangentType radiusmodifier.html#TangentType
Pathfinding.RadiusModifier.a1 radiusmodifier.html#a1
Pathfinding.RadiusModifier.a2 radiusmodifier.html#a2
Pathfinding.RadiusModifier.detail radiusmodifier.html#detail Detail of generated circle segments. \n\nMeasured as steps per full circle.\n\nIt is more performant to use a low value. For movement, using a high value will barely improve path quality.
Pathfinding.RadiusModifier.dir radiusmodifier.html#dir
Pathfinding.RadiusModifier.radi radiusmodifier.html#radi
Pathfinding.RadiusModifier.radius radiusmodifier.html#radius Radius of the circle segments generated. \n\nUsually similar to the character radius.
Pathfinding.RandomPath.aim randompath.html#aim An aim can be used to guide the pathfinder to not take totally random paths. \n\nFor example you might want your AI to continue in generally the same direction as before, then you can specify aim to be transform.postion + transform.forward*10 which will make it more often take paths nearer that point \n\n[more in online documentation]
Pathfinding.RandomPath.aimStrength randompath.html#aimStrength If an aim is set, the higher this value is, the more it will try to reach aim. \n\nRecommended values are between 0 and 10.
Pathfinding.RandomPath.chosenPathNodeGScore randompath.html#chosenPathNodeGScore
Pathfinding.RandomPath.chosenPathNodeIndex randompath.html#chosenPathNodeIndex Currently chosen end node.
Pathfinding.RandomPath.endPointKnownBeforeCalculation randompath.html#endPointKnownBeforeCalculation
Pathfinding.RandomPath.hasEndPoint randompath.html#hasEndPoint
Pathfinding.RandomPath.maxGScore randompath.html#maxGScore The G score of maxGScorePathNodeIndex.
Pathfinding.RandomPath.maxGScorePathNodeIndex randompath.html#maxGScorePathNodeIndex The node with the highest G score which is still lower than searchLength. \n\nUsed as a backup if a node with a G score higher than searchLength could not be found
Pathfinding.RandomPath.nodesEvaluatedRep randompath.html#nodesEvaluatedRep
Pathfinding.RandomPath.rnd randompath.html#rnd Random number generator.
Pathfinding.RandomPath.searchLength randompath.html#searchLength G score to stop searching at. \n\nThe G score is rougly the distance to get from the start node to a node multiplied by 1000 (per default, see Pathfinding.Int3.Precision), plus any penalties.\n\n <b>[video in online documentation]</b>
Pathfinding.RandomPath.spread randompath.html#spread All G scores between searchLength and searchLength+spread are valid end points, a random one of them is chosen as the final point. \n\nOn grid graphs a low spread usually works (but keep it higher than nodeSize*1000 since that it the default cost of moving between two nodes), on NavMesh graphs I would recommend a higher spread so it can evaluate more nodes.\n\n <b>[video in online documentation]</b>
Pathfinding.RaycastModifier.DPCosts raycastmodifier.html#DPCosts
Pathfinding.RaycastModifier.DPParents raycastmodifier.html#DPParents
Pathfinding.RaycastModifier.Filter.cachedDelegate filter.html#cachedDelegate
Pathfinding.RaycastModifier.Filter.path filter.html#path
Pathfinding.RaycastModifier.Order raycastmodifier.html#Order
Pathfinding.RaycastModifier.Quality raycastmodifier.html#Quality
Pathfinding.RaycastModifier.buffer raycastmodifier.html#buffer
Pathfinding.RaycastModifier.cachedFilter raycastmodifier.html#cachedFilter
Pathfinding.RaycastModifier.cachedNNConstraint raycastmodifier.html#cachedNNConstraint
Pathfinding.RaycastModifier.iterationsByQuality raycastmodifier.html#iterationsByQuality
Pathfinding.RaycastModifier.mask raycastmodifier.html#mask Layer mask used for physics raycasting. \n\nAll objects with layers that are included in this mask will be treated as obstacles. If you are using a grid graph you usually want this to be the same as the mask in the grid graph's 'Collision Testing' settings.
Pathfinding.RaycastModifier.quality raycastmodifier.html#quality Higher quality modes will try harder to find a shorter path. \n\nHigher qualities may be significantly slower than low quality. <b>[image in online documentation]</b>
Pathfinding.RaycastModifier.raycastOffset raycastmodifier.html#raycastOffset Offset from the original positions to perform the raycast. \n\nCan be useful to avoid the raycast intersecting the ground or similar things you do not want to it intersect
Pathfinding.RaycastModifier.thickRaycast raycastmodifier.html#thickRaycast Checks around the line between two points, not just the exact line. \n\nMake sure the ground is either too far below or is not inside the mask since otherwise the raycast might always hit the ground.\n\n[more in online documentation]
Pathfinding.RaycastModifier.thickRaycastRadius raycastmodifier.html#thickRaycastRadius Distance from the ray which will be checked for colliders.
Pathfinding.RaycastModifier.use2DPhysics raycastmodifier.html#use2DPhysics Check for intersections with 2D colliders instead of 3D colliders. \n\nUseful for 2D games.\n\n[more in online documentation]
Pathfinding.RaycastModifier.useGraphRaycasting raycastmodifier.html#useGraphRaycasting Use raycasting on the graphs. \n\nOnly currently works with GridGraph and NavmeshGraph and RecastGraph. [more in online documentation]
Pathfinding.RaycastModifier.useRaycasting raycastmodifier.html#useRaycasting Use Physics.Raycast to simplify the path.
Pathfinding.RecastGraph.BackgroundTraversability recastgraph.html#BackgroundTraversability Whether the base of the graph should default to being walkable or unwalkable. \n\n[more in online documentation]
Pathfinding.RecastGraph.CharacterRadiusInVoxels recastgraph.html#CharacterRadiusInVoxels Convert character radius to a number of voxels.
Pathfinding.RecastGraph.CollectionSettings.FilterMode collectionsettings.html#FilterMode Determines how the initial filtering of objects is done.
Pathfinding.RecastGraph.CollectionSettings.collectionMode collectionsettings.html#collectionMode Determines how the initial filtering of objects is done. \n\n[more in online documentation]
Pathfinding.RecastGraph.CollectionSettings.colliderRasterizeDetail collectionsettings.html#colliderRasterizeDetail Controls detail on rasterization of sphere and capsule colliders. \n\nThe colliders will be approximated with polygons so that the max distance to the theoretical surface is less than 1/(this number of voxels).\n\nA higher value does not necessarily increase quality of the mesh, but a lower value will often speed it up.\n\nYou should try to keep this value as low as possible without affecting the mesh quality since that will yield the fastest scan times.\n\nThe default value is 1, which corresponds to a maximum error of 1 voxel. In most cases, increasing this to a value higher than 2 (corresponding to a maximum error of 0.5 voxels) is not useful.\n\n[more in online documentation]
Pathfinding.RecastGraph.CollectionSettings.layerMask collectionsettings.html#layerMask Objects in all of these layers will be rasterized. \n\nWill only be used if collectionMode is set to Layers.\n\n[more in online documentation]
Pathfinding.RecastGraph.CollectionSettings.onCollectMeshes collectionsettings.html#onCollectMeshes Callback for collecting custom scene meshes. \n\nThis callback will be called once when scanning the graph, to allow you to add custom meshes to the graph, and once every time a graph update happens. Use the RecastMeshGatherer class to add meshes that are to be rasterized.\n\n[more in online documentation]\n<b>[code in online documentation]</b>
Pathfinding.RecastGraph.CollectionSettings.rasterizeColliders collectionsettings.html#rasterizeColliders Use colliders to calculate the navmesh. \n\nDepending on the dimensionMode, either 3D or 2D colliders will be rasterized.\n\nSphere/Capsule/Circle colliders will be approximated using polygons, with the precision specified in RecastGraph.colliderRasterizeDetail.\n\n[more in online documentation]
Pathfinding.RecastGraph.CollectionSettings.rasterizeMeshes collectionsettings.html#rasterizeMeshes Use scene meshes to calculate the navmesh. \n\nThis can get you higher precision than colliders, since colliders are typically very simplified versions of the mesh. However, it is often slower to scan, and graph updates can be particularly slow.\n\nThe reason that graph updates are slower is that there's no efficient way to find all meshes that intersect a given tile, so the graph has to iterate over all meshes in the scene just to find the ones relevant for the tiles that you want to update. Colliders, on the other hand, can be efficiently queried using the physics system.\n\nYou can disable this and attach a RecastMeshObj component (with dynamic=false) to all meshes that you want to be included in the navmesh instead. That way they will be able to be efficiently queried for, without having to iterate through all meshes in the scene.\n\nIn 2D mode, this setting has no effect.
Pathfinding.RecastGraph.CollectionSettings.rasterizeTerrain collectionsettings.html#rasterizeTerrain Use terrains to calculate the navmesh. \n\nIn 2D mode, this setting has no effect.
Pathfinding.RecastGraph.CollectionSettings.rasterizeTrees collectionsettings.html#rasterizeTrees Rasterize tree colliders on terrains. \n\nIf the tree prefab has a collider, that collider will be rasterized. Otherwise a simple box collider will be used and the script will try to adjust it to the tree's scale, it might not do a very good job though so an attached collider is preferable.\n\n[more in online documentation]\nIn 2D mode, this setting has no effect.\n\n[more in online documentation]
Pathfinding.RecastGraph.CollectionSettings.tagMask collectionsettings.html#tagMask Objects tagged with any of these tags will be rasterized. \n\nWill only be used if collectionMode is set to Tags.\n\n[more in online documentation]
Pathfinding.RecastGraph.CollectionSettings.terrainHeightmapDownsamplingFactor collectionsettings.html#terrainHeightmapDownsamplingFactor Controls how much to downsample the terrain's heightmap before generating the input mesh used for rasterization. \n\nA higher value is faster to scan but less accurate.
Pathfinding.RecastGraph.DimensionMode recastgraph.html#DimensionMode Whether to use 3D or 2D mode.
Pathfinding.RecastGraph.MaxTileConnectionEdgeDistance recastgraph.html#MaxTileConnectionEdgeDistance
Pathfinding.RecastGraph.NavmeshCuttingCharacterRadius recastgraph.html#NavmeshCuttingCharacterRadius
Pathfinding.RecastGraph.PerLayerModification.Default perlayermodification.html#Default
Pathfinding.RecastGraph.PerLayerModification.layer perlayermodification.html#layer Layer that this modification applies to.
Pathfinding.RecastGraph.PerLayerModification.mode perlayermodification.html#mode Surface rasterization mode. \n\n[more in online documentation]
Pathfinding.RecastGraph.PerLayerModification.surfaceID perlayermodification.html#surfaceID Voxel area for mesh. \n\nThis area (not to be confused with pathfinding areas, this is only used when rasterizing meshes for the recast graph) field can be used to explicitly insert edges in the navmesh geometry or to make some parts of the mesh unwalkable.\n\nWhen rasterizing the world and two objects with different surface id values are adjacent to each other, a split in the navmesh geometry will be added between them, characters will still be able to walk between them, but this can be useful when working with navmesh updates.\n\nNavmesh updates which recalculate a whole tile (updatePhysics=True) are very slow So if there are special places which you know are going to be updated quite often, for example at a door opening (opened/closed door) you can use surface IDs to create splits on the navmesh for easier updating using normal graph updates (updatePhysics=False). See the below video for more information.\n\n <b>[video in online documentation]</b>\n\nWhen mode is set to Mode.WalkableSurfaceWithTag then this value will be interpreted as a pathfinding tag. See Working with tags.\n\n[more in online documentation]
Pathfinding.RecastGraph.RecalculateNormals recastgraph.html#RecalculateNormals
Pathfinding.RecastGraph.RecastGraphScanPromise.Progress recastgraphscanpromise.html#Progress
Pathfinding.RecastGraph.RecastGraphScanPromise.emptyGraph recastgraphscanpromise.html#emptyGraph
Pathfinding.RecastGraph.RecastGraphScanPromise.graph recastgraphscanpromise.html#graph
Pathfinding.RecastGraph.RecastGraphScanPromise.meshesUnreadableAtRuntime recastgraphscanpromise.html#meshesUnreadableAtRuntime
Pathfinding.RecastGraph.RecastGraphScanPromise.progressSource recastgraphscanpromise.html#progressSource
Pathfinding.RecastGraph.RecastGraphScanPromise.tileLayout recastgraphscanpromise.html#tileLayout
Pathfinding.RecastGraph.RecastGraphScanPromise.tiles recastgraphscanpromise.html#tiles
Pathfinding.RecastGraph.RecastGraphUpdatePromise.graph recastgraphupdatepromise.html#graph
Pathfinding.RecastGraph.RecastGraphUpdatePromise.graphHash recastgraphupdatepromise.html#graphHash
Pathfinding.RecastGraph.RecastGraphUpdatePromise.graphUpdates recastgraphupdatepromise.html#graphUpdates
Pathfinding.RecastGraph.RecastGraphUpdatePromise.promises recastgraphupdatepromise.html#promises
Pathfinding.RecastGraph.RecastMovePromise.delta recastmovepromise.html#delta
Pathfinding.RecastGraph.RecastMovePromise.graph recastmovepromise.html#graph
Pathfinding.RecastGraph.RecastMovePromise.newTileRect recastmovepromise.html#newTileRect
Pathfinding.RecastGraph.RecastMovePromise.tileMeshes recastmovepromise.html#tileMeshes
Pathfinding.RecastGraph.RelevantGraphSurfaceMode recastgraph.html#RelevantGraphSurfaceMode
Pathfinding.RecastGraph.TileBorderSizeInVoxels recastgraph.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)
Pathfinding.RecastGraph.TileBorderSizeInWorldUnits recastgraph.html#TileBorderSizeInWorldUnits
Pathfinding.RecastGraph.TileWorldSizeX recastgraph.html#TileWorldSizeX
Pathfinding.RecastGraph.TileWorldSizeZ recastgraph.html#TileWorldSizeZ
Pathfinding.RecastGraph.backgroundTraversability recastgraph.html#backgroundTraversability Whether the base of the graph should default to being walkable or unwalkable. \n\nThis is only used in 2D mode. In 3D mode, this setting has no effect.\n\nFor 2D games, it can be very useful to set the background to be walkable by default, and then constrain walkability using colliders.\n\nIf you don't want to use a walkable background, you can instead create colliders and attach a RecastMeshObj with Surface Type set to Walkable Surface. These will then create walkable regions.\n\n[more in online documentation]
Pathfinding.RecastGraph.bounds recastgraph.html#bounds World bounding box for the graph. \n\nThis always contains the whole graph.\n\n[more in online documentation]\n <b>[image in online documentation]</b>
Pathfinding.RecastGraph.cellSize recastgraph.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>
Pathfinding.RecastGraph.characterRadius recastgraph.html#characterRadius Radius of the agent which will traverse the navmesh. \n\nThe navmesh will be eroded with this radius. <b>[image in online documentation]</b>
Pathfinding.RecastGraph.collectionSettings recastgraph.html#collectionSettings Determines which objects are used to build the graph, when it is scanned. \n\nAlso contains some settings for how to convert objects into meshes. Spherical colliders, for example, need to be converted into a triangular mesh before they can be used in the graph.\n\n[more in online documentation]
Pathfinding.RecastGraph.colliderRasterizeDetail recastgraph.html#colliderRasterizeDetail Controls detail on rasterization of sphere and capsule colliders. \n\nThe colliders will be approximated with polygons so that the max distance to the theoretical surface is less than 1/(this number of voxels).\n\nA higher value does not necessarily increase quality of the mesh, but a lower value will often speed it up.\n\nYou should try to keep this value as low as possible without affecting the mesh quality since that will yield the fastest scan times.\n\nThe default value is 1, which corresponds to a maximum error of 1 voxel. In most cases, increasing this to a value higher than 2 (corresponding to a maximum error of 0.5 voxels) is not useful.\n\n[more in online documentation]\n\n\n\n[more in online documentation]
Pathfinding.RecastGraph.contourMaxError recastgraph.html#contourMaxError Max distance from simplified edge to real edge. \n\nThis value is measured in voxels. So with the default value of 2 it means that the final navmesh contour may be at most 2 voxels (i.e 2 times cellSize) away from the border that was calculated when voxelizing the world. A higher value will yield a more simplified and cleaner navmesh while a lower value may capture more details. However a too low value will cause the individual voxels to be visible (see image below).\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
Pathfinding.RecastGraph.dimensionMode recastgraph.html#dimensionMode Whether to use 3D or 2D mode. \n\n[more in online documentation]
Pathfinding.RecastGraph.editorTileSize recastgraph.html#editorTileSize Size in voxels of a single tile. \n\nThis is the width of the tile.\n\n <b>[image in online documentation]</b>\n\nA large tile size can be faster to initially scan (but beware of out of memory issues if you try with a too large tile size in a large world) smaller tile sizes are (much) faster to update.\n\nDifferent tile sizes can affect the quality of paths. It is often good to split up huge open areas into several tiles for better quality paths, but too small tiles can also lead to effects looking like invisible obstacles. For more information about this take a look at Notes about navmesh graphs. Usually it is best to experiment and see what works best for your game.\n\nWhen scanning a recast graphs individual tiles can be calculated in parallel which can make it much faster to scan large worlds. When you want to recalculate a part of a recast graph, this can only be done on a tile-by-tile basis which means that if you often try to update a region of the recast graph much smaller than the tile size, then you will be doing a lot of unnecessary calculations. However if you on the other hand update regions of the recast graph that are much larger than the tile size then it may be slower than necessary as there is some overhead in having lots of tiles instead of a few larger ones (not that much though).\n\nRecommended values are between 64 and 256, but these are very soft limits. It is possible to use both larger and smaller values.
Pathfinding.RecastGraph.forcedBoundsCenter recastgraph.html#forcedBoundsCenter Center of the bounding box. \n\nScanning will only be done inside the bounding box
Pathfinding.RecastGraph.mask recastgraph.html#mask Layer mask which filters which objects to include. \n\n[more in online documentation]
Pathfinding.RecastGraph.maxEdgeLength recastgraph.html#maxEdgeLength Longer edges will be subdivided. \n\nReducing this value can sometimes improve path quality since similarly sized triangles yield better paths than really large and really triangles small next to each other. However it will also add a lot more nodes which will make pathfinding slower. For more information about this take a look at Notes about navmesh graphs.\n\n <b>[image in online documentation]</b>
Pathfinding.RecastGraph.maxSlope recastgraph.html#maxSlope Max slope in degrees the character can traverse. \n\n <b>[image in online documentation]</b>
Pathfinding.RecastGraph.meshesUnreadableAtRuntime recastgraph.html#meshesUnreadableAtRuntime Internal field used to warn users when the mesh includes meshes that are not readable at runtime.
Pathfinding.RecastGraph.minRegionSize recastgraph.html#minRegionSize Minumum region size. \n\nSmall regions will be removed from the navmesh. Measured in voxels.\n\n <b>[image in online documentation]</b>\n\nIf a region is adjacent to a tile border, it will not be removed even though it is small since the adjacent tile might join it to form a larger region.\n\n <b>[image in online documentation]</b><b>[image in online documentation]</b>
Pathfinding.RecastGraph.pendingGraphUpdateArena recastgraph.html#pendingGraphUpdateArena
Pathfinding.RecastGraph.perLayerModifications recastgraph.html#perLayerModifications List of rules that modify the graph based on the layer of the rasterized object. \n\n <b>[image in online documentation]</b>\n\nBy default, all layers are treated as walkable surfaces. But by adding rules to this list, one can for example make all surfaces with a specific layer get a specific pathfinding tag.\n\nEach layer should be modified at most once in this list.\n\nIf an object has a RecastMeshObj component attached, the settings on that component will override the settings in this list.\n\n[more in online documentation]
Pathfinding.RecastGraph.rasterizeColliders recastgraph.html#rasterizeColliders Use colliders to calculate the navmesh. \n\nDepending on the dimensionMode, either 3D or 2D colliders will be rasterized.\n\nSphere/Capsule/Circle colliders will be approximated using polygons, with the precision specified in colliderRasterizeDetail. \n\n[more in online documentation]
Pathfinding.RecastGraph.rasterizeMeshes recastgraph.html#rasterizeMeshes Use scene meshes to calculate the navmesh. \n\nThis can get you higher precision than colliders, since colliders are typically very simplified versions of the mesh. However, it is often slower to scan, and graph updates can be particularly slow.\n\nThe reason that graph updates are slower is that there's no efficient way to find all meshes that intersect a given tile, so the graph has to iterate over all meshes in the scene just to find the ones relevant for the tiles that you want to update. Colliders, on the other hand, can be efficiently queried using the physics system.\n\nYou can disable this and attach a RecastMeshObj component (with dynamic=false) to all meshes that you want to be included in the navmesh instead. That way they will be able to be efficiently queried for, without having to iterate through all meshes in the scene.\n\nIn 2D mode, this setting has no effect. \n\n[more in online documentation]
Pathfinding.RecastGraph.rasterizeTerrain recastgraph.html#rasterizeTerrain Use terrains to calculate the navmesh. \n\nIn 2D mode, this setting has no effect. \n\n[more in online documentation]
Pathfinding.RecastGraph.rasterizeTrees recastgraph.html#rasterizeTrees Rasterize tree colliders on terrains. \n\nIf the tree prefab has a collider, that collider will be rasterized. Otherwise a simple box collider will be used and the script will try to adjust it to the tree's scale, it might not do a very good job though so an attached collider is preferable.\n\n[more in online documentation]\nIn 2D mode, this setting has no effect.\n\n[more in online documentation]
Pathfinding.RecastGraph.relevantGraphSurfaceMode recastgraph.html#relevantGraphSurfaceMode Require every region to have a RelevantGraphSurface component inside it. \n\nA RelevantGraphSurface component placed in the scene specifies that the navmesh region it is inside should be included in the navmesh.\n\nIf this is set to OnlyForCompletelyInsideTile a navmesh region is included in the navmesh if it has a RelevantGraphSurface inside it, or if it is adjacent to a tile border. This can leave some small regions which you didn't want to have included because they are adjacent to tile borders, but it removes the need to place a component in every single tile, which can be tedious (see below).\n\nIf this is set to RequireForAll a navmesh region is included only if it has a RelevantGraphSurface inside it. Note that even though the navmesh looks continous between tiles, the tiles are computed individually and therefore you need a RelevantGraphSurface component for each region and for each tile.\n\n <b>[image in online documentation]</b>\n\n <b>[image in online documentation]</b>\n\n <b>[image in online documentation]</b>\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
Pathfinding.RecastGraph.rotation recastgraph.html#rotation Rotation of the graph in degrees.
Pathfinding.RecastGraph.scanEmptyGraph recastgraph.html#scanEmptyGraph If true, scanning the graph will yield a completely empty graph. \n\nUseful if you want to replace the graph with a custom navmesh for example\n\n[more in online documentation]
Pathfinding.RecastGraph.tagMask recastgraph.html#tagMask Objects tagged with any of these tags will be rasterized. \n\nNote that this extends the layer mask, so if you only want to use tags, set mask to 'Nothing'.\n\n[more in online documentation]
Pathfinding.RecastGraph.terrainSampleSize recastgraph.html#terrainSampleSize Controls how large the sample size for the terrain is. \n\nA higher value is faster to scan but less accurate.\n\nThe heightmap resolution is effectively divided by this value, before the terrain is rasterized.\n\n[more in online documentation]
Pathfinding.RecastGraph.tileSizeX recastgraph.html#tileSizeX Size of a tile along the X axis in voxels. \n\nThis is the width of the tile.\n\n <b>[image in online documentation]</b>\n\nA large tile size can be faster to initially scan (but beware of out of memory issues if you try with a too large tile size in a large world) smaller tile sizes are (much) faster to update.\n\nDifferent tile sizes can affect the quality of paths. It is often good to split up huge open areas into several tiles for better quality paths, but too small tiles can also lead to effects looking like invisible obstacles. For more information about this take a look at Notes about navmesh graphs. Usually it is best to experiment and see what works best for your game.\n\nWhen scanning a recast graphs individual tiles can be calculated in parallel which can make it much faster to scan large worlds. When you want to recalculate a part of a recast graph, this can only be done on a tile-by-tile basis which means that if you often try to update a region of the recast graph much smaller than the tile size, then you will be doing a lot of unnecessary calculations. However if you on the other hand update regions of the recast graph that are much larger than the tile size then it may be slower than necessary as there is some overhead in having lots of tiles instead of a few larger ones (not that much though).\n\nRecommended values are between 64 and 256, but these are very soft limits. It is possible to use both larger and smaller values.\n\n[more in online documentation]
Pathfinding.RecastGraph.tileSizeZ recastgraph.html#tileSizeZ Size of a tile along the Z axis in voxels. \n\nThis is the width of the tile.\n\n <b>[image in online documentation]</b>\n\nA large tile size can be faster to initially scan (but beware of out of memory issues if you try with a too large tile size in a large world) smaller tile sizes are (much) faster to update.\n\nDifferent tile sizes can affect the quality of paths. It is often good to split up huge open areas into several tiles for better quality paths, but too small tiles can also lead to effects looking like invisible obstacles. For more information about this take a look at Notes about navmesh graphs. Usually it is best to experiment and see what works best for your game.\n\nWhen scanning a recast graphs individual tiles can be calculated in parallel which can make it much faster to scan large worlds. When you want to recalculate a part of a recast graph, this can only be done on a tile-by-tile basis which means that if you often try to update a region of the recast graph much smaller than the tile size, then you will be doing a lot of unnecessary calculations. However if you on the other hand update regions of the recast graph that are much larger than the tile size then it may be slower than necessary as there is some overhead in having lots of tiles instead of a few larger ones (not that much though).\n\nRecommended values are between 64 and 256, but these are very soft limits. It is possible to use both larger and smaller values.\n\n[more in online documentation]
Pathfinding.RecastGraph.useTiles recastgraph.html#useTiles If true, divide the graph into tiles, otherwise use a single tile covering the whole graph. \n\nUsing tiles is useful for a number of things. But it also has some drawbacks.\n- Using tiles allows you to update only a part of the graph at a time. When doing graph updates on a recast graph, it will always recalculate whole tiles (or the whole graph if there are no tiles). NavmeshCut components also work on a tile-by-tile basis.\n\n- Using tiles allows you to use NavmeshPrefabs.\n\n- Using tiles can break up very large triangles, which can improve path quality in some cases, and make the navmesh more closely follow the y-coordinates of the ground.\n\n- Using tiles can make it much faster to generate the navmesh, because each tile can be calculated in parallel. But if the tiles are made too small, then the overhead of having many tiles can make it slower than having fewer tiles.\n\n- Using small tiles can make the path quality worse in some cases, but setting the FunnelModifiers quality setting to high (or using RichAI.funnelSimplification) will mostly mitigate this.\n\n\n\n[more in online documentation]
Pathfinding.RecastGraph.walkableClimb recastgraph.html#walkableClimb Height the character can climb. \n\n <b>[image in online documentation]</b>
Pathfinding.RecastGraph.walkableHeight recastgraph.html#walkableHeight Character height. \n\n <b>[image in online documentation]</b>
Pathfinding.RecastGraphEditor.DimensionModeLabels recastgrapheditor.html#DimensionModeLabels
Pathfinding.RecastGraphEditor.UseTiles recastgrapheditor.html#UseTiles
Pathfinding.RecastGraphEditor.handlePoints recastgrapheditor.html#handlePoints
Pathfinding.RecastGraphEditor.meshesUnreadableAtRuntimeFoldout recastgrapheditor.html#meshesUnreadableAtRuntimeFoldout
Pathfinding.RecastGraphEditor.perLayerModificationsList recastgrapheditor.html#perLayerModificationsList
Pathfinding.RecastGraphEditor.tagMaskFoldout recastgrapheditor.html#tagMaskFoldout
Pathfinding.RecastGraphEditor.tagMaskList recastgrapheditor.html#tagMaskList
Pathfinding.RecastMeshObj.GeometrySource recastmeshobj.html#GeometrySource Source of geometry when voxelizing this object.
Pathfinding.RecastMeshObj.Mode recastmeshobj.html#Mode
Pathfinding.RecastMeshObj.ScanInclusion recastmeshobj.html#ScanInclusion
Pathfinding.RecastMeshObj.area recastmeshobj.html#area Voxel area for mesh. \n\nThis area (not to be confused with pathfinding areas, this is only used when rasterizing meshes for the recast graph) field can be used to explicitly insert edges in the navmesh geometry or to make some parts of the mesh unwalkable.\n\nWhen rasterizing the world and two objects with different surface id values are adjacent to each other, a split in the navmesh geometry will be added between them, characters will still be able to walk between them, but this can be useful when working with navmesh updates.\n\nNavmesh updates which recalculate a whole tile (updatePhysics=True) are very slow So if there are special places which you know are going to be updated quite often, for example at a door opening (opened/closed door) you can use surface IDs to create splits on the navmesh for easier updating using normal graph updates (updatePhysics=False). See the below video for more information.\n\n <b>[video in online documentation]</b>\n\n[more in online documentation]
Pathfinding.RecastMeshObj.dynamic recastmeshobj.html#dynamic Enable if the object will move during runtime. \n\nIf disabled, the object will be assumed to stay in the same position, and keep the same size, until the component is disabled or destroyed.\n\nDisabling this will provide a small performance boost when doing graph updates, as the graph no longer has to check if this RecastMeshObj might have moved.\n\nEven you set dynamic=false, you can disable the component, move the object, and enable it at the new position.
Pathfinding.RecastMeshObj.geometrySource recastmeshobj.html#geometrySource Source of geometry when voxelizing this object.
Pathfinding.RecastMeshObj.includeInScan recastmeshobj.html#includeInScan Determines if the object should be included in scans or not. \n\n[more in online documentation]
Pathfinding.RecastMeshObj.mode recastmeshobj.html#mode Surface rasterization mode. \n\n[more in online documentation]
Pathfinding.RecastMeshObj.solid recastmeshobj.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.\n\nIf you enable this on a mesh that is actually hollow then the hollow region will also be treated as unwalkable.
Pathfinding.RecastMeshObj.surfaceID recastmeshobj.html#surfaceID Voxel area for mesh. \n\nThis area (not to be confused with pathfinding areas, this is only used when rasterizing meshes for the recast graph) field can be used to explicitly insert edges in the navmesh geometry or to make some parts of the mesh unwalkable.\n\nWhen rasterizing the world and two objects with different surface id values are adjacent to each other, a split in the navmesh geometry will be added between them, characters will still be able to walk between them, but this can be useful when working with navmesh updates.\n\nNavmesh updates which recalculate a whole tile (updatePhysics=True) are very slow So if there are special places which you know are going to be updated quite often, for example at a door opening (opened/closed door) you can use surface IDs to create splits on the navmesh for easier updating using normal graph updates (updatePhysics=False). See the below video for more information.\n\n <b>[video in online documentation]</b>\n\nWhen mode is set to Mode.WalkableSurfaceWithTag then this value will be interpreted as a pathfinding tag. See Working with tags.\n\n[more in online documentation]
Pathfinding.RecastMeshObj.tree recastmeshobj.html#tree Components are stored in a tree for fast lookups.
Pathfinding.RecastMeshObj.treeKey recastmeshobj.html#treeKey
Pathfinding.RecastTileUpdate.OnNeedUpdates recasttileupdate.html#OnNeedUpdates
Pathfinding.RecastTileUpdateHandler.anyDirtyTiles recasttileupdatehandler.html#anyDirtyTiles True if any elements in dirtyTiles are true.
Pathfinding.RecastTileUpdateHandler.dirtyTiles recasttileupdatehandler.html#dirtyTiles True for a tile if it needs updating.
Pathfinding.RecastTileUpdateHandler.earliestDirty recasttileupdatehandler.html#earliestDirty Earliest update request we are handling right now.
Pathfinding.RecastTileUpdateHandler.graph recasttileupdatehandler.html#graph Graph that handles the updates.
Pathfinding.RecastTileUpdateHandler.maxThrottlingDelay recasttileupdatehandler.html#maxThrottlingDelay All tile updates will be performed within (roughly) this number of seconds.
Pathfinding.RichAI.GizmoColorPath richai.html#GizmoColorPath
Pathfinding.RichAI.acceleration richai.html#acceleration Max acceleration of the agent. \n\nIn world units per second per second.
Pathfinding.RichAI.approachingPartEndpoint richai.html#approachingPartEndpoint True if approaching the last waypoint in the current part of the path. \n\nPath parts are separated by off-mesh links.\n\n[more in online documentation]
Pathfinding.RichAI.approachingPathEndpoint richai.html#approachingPathEndpoint True if approaching the last waypoint of all parts in the current path. \n\nPath parts are separated by off-mesh links.\n\n[more in online documentation]
Pathfinding.RichAI.canMove richai.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]
Pathfinding.RichAI.canSearch richai.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]
Pathfinding.RichAI.delayUpdatePath richai.html#delayUpdatePath
Pathfinding.RichAI.distanceToSteeringTarget richai.html#distanceToSteeringTarget Distance to steeringTarget in the movement plane.
Pathfinding.RichAI.endOfPath richai.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.
Pathfinding.RichAI.funnelSimplification richai.html#funnelSimplification Use funnel simplification. \n\nOn tiled navmesh maps, 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.\n\nThe RichAI script uses its own internal funnel algorithm, so you never need to attach the FunnelModifier component.\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
Pathfinding.RichAI.hasPath richai.html#hasPath True if this agent currently has a path that it follows.
Pathfinding.RichAI.height richai.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]
Pathfinding.RichAI.lastCorner richai.html#lastCorner
Pathfinding.RichAI.maxSpeed richai.html#maxSpeed Max speed in world units per second.
Pathfinding.RichAI.movementPlane richai.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.
Pathfinding.RichAI.nextCorners richai.html#nextCorners
Pathfinding.RichAI.onTraverseOffMeshLink richai.html#onTraverseOffMeshLink Called when the agent starts to traverse an off-mesh link. \n\nRegister to this callback to handle off-mesh links in a custom way.\n\nIf this event is set to null then the agent will fall back to traversing off-mesh links using a very simple linear interpolation.\n\n<b>[code in online documentation]</b>
Pathfinding.RichAI.pathPending richai.html#pathPending True if a path is currently being calculated.
Pathfinding.RichAI.preventMovingBackwards richai.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.
Pathfinding.RichAI.radius richai.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]
Pathfinding.RichAI.reachedDestination richai.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]
Pathfinding.RichAI.reachedEndOfPath richai.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]
Pathfinding.RichAI.remainingDistance richai.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]
Pathfinding.RichAI.richPath richai.html#richPath Holds the current path that this agent is following.
Pathfinding.RichAI.rotation richai.html#rotation
Pathfinding.RichAI.rotationFilterState richai.html#rotationFilterState Internal state used for filtering out noise in the agent's rotation.
Pathfinding.RichAI.rotationFilterState2 richai.html#rotationFilterState2
Pathfinding.RichAI.rotationSpeed richai.html#rotationSpeed Max rotation speed of the agent. \n\nIn degrees per second.
Pathfinding.RichAI.shouldRecalculatePath richai.html#shouldRecalculatePath
Pathfinding.RichAI.slowWhenNotFacingTarget richai.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.
Pathfinding.RichAI.slowdownTime richai.html#slowdownTime How long before reaching the end of the path to start to slow down. \n\nA lower value will make the agent stop more abruptly.\n\n[more in online documentation]\nIf set to zero the agent will not even attempt to slow down. This can be useful if the target point is not a point you want the agent to stop at but it might for example be the player and you want the AI to slam into the player.\n\n[more in online documentation]\n <b>[video in online documentation]</b>
Pathfinding.RichAI.steeringTarget richai.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.
Pathfinding.RichAI.traversingOffMeshLink richai.html#traversingOffMeshLink
Pathfinding.RichAI.wallBuffer richai.html#wallBuffer
Pathfinding.RichAI.wallDist richai.html#wallDist Walls within this range will be used for avoidance. \n\nSetting this to zero disables wall avoidance and may improve performance slightly\n\n[more in online documentation]
Pathfinding.RichAI.wallForce richai.html#wallForce Force to avoid walls with. \n\nThe agent will try to steer away from walls slightly.\n\n[more in online documentation]
Pathfinding.RichFunnel.CurrentNode richfunnel.html#CurrentNode
Pathfinding.RichFunnel.DistanceToEndOfPath richfunnel.html#DistanceToEndOfPath Approximate distance (as the crow flies) to the endpoint of this path part. \n\n[more in online documentation]
Pathfinding.RichFunnel.checkForDestroyedNodesCounter richfunnel.html#checkForDestroyedNodesCounter
Pathfinding.RichFunnel.currentNode richfunnel.html#currentNode
Pathfinding.RichFunnel.currentPosition richfunnel.html#currentPosition
Pathfinding.RichFunnel.exactEnd richfunnel.html#exactEnd
Pathfinding.RichFunnel.exactStart richfunnel.html#exactStart
Pathfinding.RichFunnel.funnelSimplification richfunnel.html#funnelSimplification Post process the funnel corridor or not.
Pathfinding.RichFunnel.graph richfunnel.html#graph
Pathfinding.RichFunnel.left richfunnel.html#left
Pathfinding.RichFunnel.navmeshClampDict richfunnel.html#navmeshClampDict Cached object to avoid unnecessary allocations.
Pathfinding.RichFunnel.navmeshClampList richfunnel.html#navmeshClampList Cached object to avoid unnecessary allocations.
Pathfinding.RichFunnel.navmeshClampQueue richfunnel.html#navmeshClampQueue Cached object to avoid unnecessary allocations.
Pathfinding.RichFunnel.nodes richfunnel.html#nodes
Pathfinding.RichFunnel.path richfunnel.html#path
Pathfinding.RichFunnel.right richfunnel.html#right
Pathfinding.RichFunnel.triBuffer richfunnel.html#triBuffer
Pathfinding.RichPath.CompletedAllParts richpath.html#CompletedAllParts True if we have completed (called NextPart for) the last part in the path.
Pathfinding.RichPath.Endpoint richpath.html#Endpoint
Pathfinding.RichPath.IsLastPart richpath.html#IsLastPart True if we are traversing the last part of the path.
Pathfinding.RichPath.currentPart richpath.html#currentPart
Pathfinding.RichPath.parts richpath.html#parts
Pathfinding.RichPath.seeker richpath.html#seeker
Pathfinding.RichPath.transform richpath.html#transform Transforms points from path space to world space. \n\nIf null the identity transform will be used.\n\nThis is used when the world position of the agent does not match the corresponding position on the graph. This is the case in the example scene called 'Moving'.\n\n[more in online documentation]
Pathfinding.RichSpecial.first richspecial.html#first
Pathfinding.RichSpecial.nodeLink richspecial.html#nodeLink
Pathfinding.RichSpecial.reverse richspecial.html#reverse
Pathfinding.RichSpecial.second richspecial.html#second
Pathfinding.RuleElevationPenaltyEditor.GizmoColorMax ruleelevationpenaltyeditor.html#GizmoColorMax
Pathfinding.RuleElevationPenaltyEditor.GizmoColorMin ruleelevationpenaltyeditor.html#GizmoColorMin
Pathfinding.RuleElevationPenaltyEditor.lastChangedTime ruleelevationpenaltyeditor.html#lastChangedTime
Pathfinding.RuleTextureEditor.ChannelUseNames ruletextureeditor.html#ChannelUseNames
Pathfinding.ScanningStage pathfinding.html#ScanningStage Info about where in the scanning process a graph is.
Pathfinding.Seeker.ModifierPass seeker.html#ModifierPass
Pathfinding.Seeker.detailedGizmos seeker.html#detailedGizmos Enables drawing of the non-postprocessed path using Gizmos. \n\nThe path will show up in orange.\n\nRequires that drawGizmos is true.\n\nThis will show the path before any post processing such as smoothing is applied.\n\n[more in online documentation]
Pathfinding.Seeker.drawGizmos seeker.html#drawGizmos Enables drawing of the last calculated path using Gizmos. \n\nThe path will show up in green.\n\n[more in online documentation]
Pathfinding.Seeker.graphMask seeker.html#graphMask Graphs that this Seeker can use. \n\nThis field determines which graphs will be considered when searching for the start and end nodes of a path. It is useful in numerous situations, for example if you want to make one graph for small units and one graph for large units.\n\nThis is a bitmask so if you for example want to make the agent only use graph index 3 then you can set this to: <b>[code in online documentation]</b>\n\n[more in online documentation]\nNote that this field only stores which graph indices that are allowed. This means that if the graphs change their ordering then this mask may no longer be correct.\n\nIf you know the name of the graph you can use the Pathfinding.GraphMask.FromGraphName method: <b>[code in online documentation]</b>\n\n <b>[image in online documentation]</b>\n\n[more in online documentation]
Pathfinding.Seeker.graphMaskCompatibility seeker.html#graphMaskCompatibility Used for serialization backwards compatibility.
Pathfinding.Seeker.lastCompletedNodePath seeker.html#lastCompletedNodePath Used for drawing gizmos.
Pathfinding.Seeker.lastCompletedVectorPath seeker.html#lastCompletedVectorPath Used for drawing gizmos.
Pathfinding.Seeker.lastPathID seeker.html#lastPathID The path ID of the last path queried.
Pathfinding.Seeker.modifiers seeker.html#modifiers Internal list of all modifiers.
Pathfinding.Seeker.onPartialPathDelegate seeker.html#onPartialPathDelegate Cached delegate to avoid allocating one every time a path is started.
Pathfinding.Seeker.onPathDelegate seeker.html#onPathDelegate Cached delegate to avoid allocating one every time a path is started.
Pathfinding.Seeker.path seeker.html#path The current path.
Pathfinding.Seeker.pathCallback seeker.html#pathCallback Callback for when a path is completed. \n\nMovement scripts should register to this delegate.\n\nA temporary callback can also be set when calling StartPath, but that delegate will only be called for that path\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.Seeker.postProcessPath seeker.html#postProcessPath Called after a path has been calculated, right before modifiers are executed.
Pathfinding.Seeker.preProcessPath seeker.html#preProcessPath Called before pathfinding is started.
Pathfinding.Seeker.prevPath seeker.html#prevPath Previous path. \n\nUsed to draw gizmos
Pathfinding.Seeker.startEndModifier seeker.html#startEndModifier Path modifier which tweaks the start and end points of a path.
Pathfinding.Seeker.tagPenalties seeker.html#tagPenalties Penalties for each tag. \n\nTag 0 which is the default tag, will have added a penalty of tagPenalties[0]. These should only be positive values since the A* algorithm cannot handle negative penalties.\n\nThe length of this array should be exactly 32, one for each tag.\n\n[more in online documentation]
Pathfinding.Seeker.tmpPathCallback seeker.html#tmpPathCallback Temporary callback only called for the current path. \n\nThis value is set by the StartPath functions
Pathfinding.Seeker.traversableTags seeker.html#traversableTags The tags which the Seeker can traverse. \n\n[more in online documentation]
Pathfinding.Seeker.traversalProvider seeker.html#traversalProvider Custom traversal provider to calculate which nodes are traversable and their penalties. \n\nThis can be used to override the built-in pathfinding logic.\n\n<b>[code in online documentation]</b>\n\n[more in online documentation]
Pathfinding.SeekerEditor.exactnessLabels seekereditor.html#exactnessLabels
Pathfinding.SeekerEditor.scripts seekereditor.html#scripts
Pathfinding.SeekerEditor.tagPenaltiesOpen seekereditor.html#tagPenaltiesOpen
Pathfinding.Serialization.AstarSerializer.V3_8_3 astarserializer.html#V3_8_3 Cached version object for 3.8.3.
Pathfinding.Serialization.AstarSerializer.V3_9_0 astarserializer.html#V3_9_0 Cached version object for 3.9.0.
Pathfinding.Serialization.AstarSerializer.V4_1_0 astarserializer.html#V4_1_0 Cached version object for 4.1.0.
Pathfinding.Serialization.AstarSerializer.V4_3_12 astarserializer.html#V4_3_12 Cached version object for 4.3.12.
Pathfinding.Serialization.AstarSerializer.V4_3_2 astarserializer.html#V4_3_2 Cached version object for 4.3.2.
Pathfinding.Serialization.AstarSerializer.V4_3_37 astarserializer.html#V4_3_37 Cached version object for 4.3.37.
Pathfinding.Serialization.AstarSerializer.V4_3_6 astarserializer.html#V4_3_6 Cached version object for 4.3.6.
Pathfinding.Serialization.AstarSerializer.V4_3_68 astarserializer.html#V4_3_68 Cached version object for 4.3.68.
Pathfinding.Serialization.AstarSerializer.V4_3_74 astarserializer.html#V4_3_74 Cached version object for 4.3.74.
Pathfinding.Serialization.AstarSerializer.V4_3_80 astarserializer.html#V4_3_80 Cached version object for 4.3.80.
Pathfinding.Serialization.AstarSerializer.V4_3_83 astarserializer.html#V4_3_83 Cached version object for 4.3.83.
Pathfinding.Serialization.AstarSerializer.V4_3_85 astarserializer.html#V4_3_85 Cached version object for 4.3.85.
Pathfinding.Serialization.AstarSerializer.V4_3_87 astarserializer.html#V4_3_87 Cached version object for 4.3.87.
Pathfinding.Serialization.AstarSerializer.V5_1_0 astarserializer.html#V5_1_0 Cached version object for 5.1.0.
Pathfinding.Serialization.AstarSerializer._stringBuilder astarserializer.html#_stringBuilder Cached StringBuilder to avoid excessive allocations.
Pathfinding.Serialization.AstarSerializer.binaryExt astarserializer.html#binaryExt Extension to use for binary files.
Pathfinding.Serialization.AstarSerializer.checksum astarserializer.html#checksum Checksum for the serialized data. \n\nUsed to provide a quick equality check in editor code
Pathfinding.Serialization.AstarSerializer.contextRoot astarserializer.html#contextRoot Root GameObject used for deserialization. \n\nThis should be the GameObject which holds the AstarPath component. Important when deserializing when the component is on a prefab.
Pathfinding.Serialization.AstarSerializer.data astarserializer.html#data
Pathfinding.Serialization.AstarSerializer.encoding astarserializer.html#encoding
Pathfinding.Serialization.AstarSerializer.graphIndexInZip astarserializer.html#graphIndexInZip Index used for the graph in the file. \n\nIf some graphs were null in the file then graphIndexInZip[graphs[i]] may not equal i. Used for deserialization.
Pathfinding.Serialization.AstarSerializer.graphIndexOffset astarserializer.html#graphIndexOffset
Pathfinding.Serialization.AstarSerializer.graphs astarserializer.html#graphs Graphs that are being serialized or deserialized.
Pathfinding.Serialization.AstarSerializer.jsonExt astarserializer.html#jsonExt Extension to use for json files.
Pathfinding.Serialization.AstarSerializer.meta astarserializer.html#meta Graph metadata.
Pathfinding.Serialization.AstarSerializer.persistentGraphs astarserializer.html#persistentGraphs
Pathfinding.Serialization.AstarSerializer.settings astarserializer.html#settings Settings for serialization.
Pathfinding.Serialization.AstarSerializer.zip astarserializer.html#zip Zip which the data is loaded from.
Pathfinding.Serialization.AstarSerializer.zipStream astarserializer.html#zipStream Memory stream with the zip data.
Pathfinding.Serialization.GraphMeta.graphs graphmeta.html#graphs Number of graphs serialized.
Pathfinding.Serialization.GraphMeta.guids graphmeta.html#guids Guids for all graphs.
Pathfinding.Serialization.GraphMeta.typeNames graphmeta.html#typeNames Type names for all graphs.
Pathfinding.Serialization.GraphMeta.version graphmeta.html#version Project version it was saved with.
Pathfinding.Serialization.GraphSerializationContext.graphIndex graphserializationcontext.html#graphIndex Index of the graph which is currently being processed. \n\n[more in online documentation]
Pathfinding.Serialization.GraphSerializationContext.id2NodeMapping graphserializationcontext.html#id2NodeMapping
Pathfinding.Serialization.GraphSerializationContext.meta graphserializationcontext.html#meta Metadata about graphs being deserialized.
Pathfinding.Serialization.GraphSerializationContext.persistentGraphs graphserializationcontext.html#persistentGraphs
Pathfinding.Serialization.GraphSerializationContext.reader graphserializationcontext.html#reader Deserialization stream. \n\nWill only be set when deserializing
Pathfinding.Serialization.GraphSerializationContext.writer graphserializationcontext.html#writer Serialization stream. \n\nWill only be set when serializing
Pathfinding.Serialization.JsonDynamicTypeAliasAttribute.alias jsondynamictypealiasattribute.html#alias
Pathfinding.Serialization.JsonDynamicTypeAliasAttribute.type jsondynamictypealiasattribute.html#type
Pathfinding.Serialization.Migrations.IsLegacyFormat migrations.html#IsLegacyFormat
Pathfinding.Serialization.Migrations.LegacyVersion migrations.html#LegacyVersion
Pathfinding.Serialization.Migrations.MIGRATE_TO_BITFIELD migrations.html#MIGRATE_TO_BITFIELD A special migration flag which is used to mark that the version has been migrated to the bitfield format, from the legacy linear version format.
Pathfinding.Serialization.Migrations.allMigrations migrations.html#allMigrations Bitfield of all migrations that the component supports. \n\nA newly created component will be initialized with this value.
Pathfinding.Serialization.Migrations.finishedMigrations migrations.html#finishedMigrations Bitfield of all migrations that have been run.
Pathfinding.Serialization.Migrations.ignore migrations.html#ignore
Pathfinding.Serialization.SerializableAnimationCurve.keys serializableanimationcurve.html#keys
Pathfinding.Serialization.SerializableAnimationCurve.postWrapMode serializableanimationcurve.html#postWrapMode
Pathfinding.Serialization.SerializableAnimationCurve.preWrapMode serializableanimationcurve.html#preWrapMode
Pathfinding.Serialization.SerializeSettings.Settings serializesettings.html#Settings Serialization settings for only saving graph settings.
Pathfinding.Serialization.SerializeSettings.editorSettings serializesettings.html#editorSettings Save editor settings. \n\n[more in online documentation]
Pathfinding.Serialization.SerializeSettings.nodes serializesettings.html#nodes Enable to include node data. \n\nIf false, only settings will be saved
Pathfinding.Serialization.SerializeSettings.prettyPrint serializesettings.html#prettyPrint Use pretty printing for the json data. \n\nGood if you want to open up the saved data and edit it manually
Pathfinding.Serialization.TinyJsonDeserializer.builder tinyjsondeserializer.html#builder
Pathfinding.Serialization.TinyJsonDeserializer.contextRoot tinyjsondeserializer.html#contextRoot
Pathfinding.Serialization.TinyJsonDeserializer.fullTextDebug tinyjsondeserializer.html#fullTextDebug
Pathfinding.Serialization.TinyJsonDeserializer.numberFormat tinyjsondeserializer.html#numberFormat
Pathfinding.Serialization.TinyJsonDeserializer.reader tinyjsondeserializer.html#reader
Pathfinding.Serialization.TinyJsonSerializer.invariantCulture tinyjsonserializer.html#invariantCulture
Pathfinding.Serialization.TinyJsonSerializer.output tinyjsonserializer.html#output
Pathfinding.Serialization.TinyJsonSerializer.serializers tinyjsonserializer.html#serializers
Pathfinding.Side pathfinding.html#Side Indicates the side of a line that a point lies on.
Pathfinding.SimpleSmoothModifier.Order simplesmoothmodifier.html#Order
Pathfinding.SimpleSmoothModifier.SmoothType simplesmoothmodifier.html#SmoothType
Pathfinding.SimpleSmoothModifier.bezierTangentLength simplesmoothmodifier.html#bezierTangentLength Length factor of the bezier curves' tangents'.
Pathfinding.SimpleSmoothModifier.factor simplesmoothmodifier.html#factor Roundness factor used for CurvedNonuniform.
Pathfinding.SimpleSmoothModifier.iterations simplesmoothmodifier.html#iterations Number of times to apply smoothing.
Pathfinding.SimpleSmoothModifier.maxSegmentLength simplesmoothmodifier.html#maxSegmentLength The length of the segments in the smoothed path when using uniformLength. \n\nA high value yields rough paths and low value yields very smooth paths, but is slower
Pathfinding.SimpleSmoothModifier.offset simplesmoothmodifier.html#offset Offset to apply in each smoothing iteration when using Offset Simple. \n\n[more in online documentation]
Pathfinding.SimpleSmoothModifier.smoothType simplesmoothmodifier.html#smoothType Type of smoothing to use.
Pathfinding.SimpleSmoothModifier.strength simplesmoothmodifier.html#strength Determines how much smoothing to apply in each smooth iteration. \n\n0.5 usually produces the nicest looking curves.
Pathfinding.SimpleSmoothModifier.subdivisions simplesmoothmodifier.html#subdivisions Number of times to subdivide when not using a uniform length.
Pathfinding.SimpleSmoothModifier.uniformLength simplesmoothmodifier.html#uniformLength Toggle to divide all lines in equal length segments. \n\n[more in online documentation]
Pathfinding.SingleNodeBlocker.lastBlocked singlenodeblocker.html#lastBlocked
Pathfinding.SingleNodeBlocker.manager singlenodeblocker.html#manager
Pathfinding.StartEndModifier.Exactness startendmodifier.html#Exactness Sets where the start and end points of a path should be placed. \n\nHere is a legend showing what the different items in the above images represent. The images above show a path coming in from the top left corner and ending at a node next to an obstacle as well as 2 different possible end points of the path and how they would be modified. <b>[image in online documentation]</b>
Pathfinding.StartEndModifier.Order startendmodifier.html#Order
Pathfinding.StartEndModifier.addPoints startendmodifier.html#addPoints Add points to the path instead of replacing them. \n\nIf for example exactEndPoint is set to ClosestOnNode then the path will be modified so that the path goes first to the center of the last node in the path and then goes to the closest point on the node to the end point in the path request.\n\nIf this is false however then the relevant points in the path will simply be replaced. In the above example the path would go directly to the closest point on the node without passing through the center of the node.
Pathfinding.StartEndModifier.adjustStartPoint startendmodifier.html#adjustStartPoint Will be called when a path is processed. \n\nThe value which is returned will be used as the start point of the path and potentially clamped depending on the value of the exactStartPoint field. Only used for the Original, Interpolate and NodeConnection modes.
Pathfinding.StartEndModifier.connectionBuffer startendmodifier.html#connectionBuffer
Pathfinding.StartEndModifier.connectionBufferAddDelegate startendmodifier.html#connectionBufferAddDelegate
Pathfinding.StartEndModifier.exactEndPoint startendmodifier.html#exactEndPoint How the end point of the path will be determined. \n\n[more in online documentation]
Pathfinding.StartEndModifier.exactStartPoint startendmodifier.html#exactStartPoint How the start point of the path will be determined. \n\n[more in online documentation]
Pathfinding.StartEndModifier.mask startendmodifier.html#mask
Pathfinding.StartEndModifier.useGraphRaycasting startendmodifier.html#useGraphRaycasting Do a straight line check from the node's center to the point determined by the Exactness. \n\n[more in online documentation]
Pathfinding.StartEndModifier.useRaycasting startendmodifier.html#useRaycasting Do a straight line check from the node's center to the point determined by the Exactness. \n\nThere are very few cases where you will want to use this. It is mostly here for backwards compatibility reasons.\n\n[more in online documentation]
Pathfinding.TargetMover.Trigger targetmover.html#Trigger
Pathfinding.TargetMover.cam targetmover.html#cam
Pathfinding.TargetMover.clickEffect targetmover.html#clickEffect
Pathfinding.TargetMover.formationMode targetmover.html#formationMode
Pathfinding.TargetMover.mask targetmover.html#mask Mask for the raycast placement.
Pathfinding.TargetMover.onlyOnDoubleClick targetmover.html#onlyOnDoubleClick Determines if the target position should be updated every frame or only on double-click.
Pathfinding.TargetMover.target targetmover.html#target
Pathfinding.TargetMover.trigger targetmover.html#trigger
Pathfinding.TargetMover.use2D targetmover.html#use2D
Pathfinding.TemporaryNode.associatedNode temporarynode.html#associatedNode
Pathfinding.TemporaryNode.position temporarynode.html#position
Pathfinding.TemporaryNode.targetIndex temporarynode.html#targetIndex
Pathfinding.TemporaryNode.type temporarynode.html#type
Pathfinding.TemporaryNodeType pathfinding.html#TemporaryNodeType
Pathfinding.Thread pathfinding.html#Thread
Pathfinding.ThreadCount pathfinding.html#ThreadCount Number of threads to use.
Pathfinding.TriangleMeshNode.InaccuratePathSearch trianglemeshnode.html#InaccuratePathSearch Legacy compatibility. \n\nEnabling this will make pathfinding use node centers, which leads to less accurate paths (but it's faster).
Pathfinding.TriangleMeshNode.MarkerClosest trianglemeshnode.html#MarkerClosest
Pathfinding.TriangleMeshNode.MarkerDecode trianglemeshnode.html#MarkerDecode
Pathfinding.TriangleMeshNode.MarkerGetVertices trianglemeshnode.html#MarkerGetVertices
Pathfinding.TriangleMeshNode.PathNodeVariants trianglemeshnode.html#PathNodeVariants
Pathfinding.TriangleMeshNode.TileIndex trianglemeshnode.html#TileIndex Tile index in the recast or navmesh graph that this node is part of. \n\n[more in online documentation]
Pathfinding.TriangleMeshNode._navmeshHolders trianglemeshnode.html#_navmeshHolders Holds INavmeshHolder references for all graph indices to be able to access them in a performant manner.
Pathfinding.TriangleMeshNode.lockObject trianglemeshnode.html#lockObject Used for synchronised access to the _navmeshHolders array.
Pathfinding.TriangleMeshNode.v0 trianglemeshnode.html#v0 Internal vertex index for the first vertex.
Pathfinding.TriangleMeshNode.v1 trianglemeshnode.html#v1 Internal vertex index for the second vertex.
Pathfinding.TriangleMeshNode.v2 trianglemeshnode.html#v2 Internal vertex index for the third vertex.
Pathfinding.UniqueComponentAttribute.tag uniquecomponentattribute.html#tag
Pathfinding.UnityReferenceHelper.guid unityreferencehelper.html#guid
Pathfinding.Util.ArrayPool.MaximumExactArrayLength arraypool.html#MaximumExactArrayLength Maximum length of an array pooled using ClaimWithExactLength. \n\nArrays with lengths longer than this will silently not be pooled.
Pathfinding.Util.ArrayPool.exactPool arraypool.html#exactPool
Pathfinding.Util.ArrayPool.inPool arraypool.html#inPool
Pathfinding.Util.ArrayPool.pool arraypool.html#pool Internal pool. \n\nThe arrays in each bucket have lengths of 2^i
Pathfinding.Util.BatchedEvents.Archetype.action archetype.html#action
Pathfinding.Util.BatchedEvents.Archetype.archetypeIndex archetype.html#archetypeIndex
Pathfinding.Util.BatchedEvents.Archetype.events archetype.html#events
Pathfinding.Util.BatchedEvents.Archetype.objectCount archetype.html#objectCount
Pathfinding.Util.BatchedEvents.Archetype.objects archetype.html#objects
Pathfinding.Util.BatchedEvents.Archetype.sampler archetype.html#sampler
Pathfinding.Util.BatchedEvents.Archetype.transforms archetype.html#transforms
Pathfinding.Util.BatchedEvents.Archetype.type archetype.html#type
Pathfinding.Util.BatchedEvents.Archetype.variant archetype.html#variant
Pathfinding.Util.BatchedEvents.ArchetypeMask batchedevents.html#ArchetypeMask
Pathfinding.Util.BatchedEvents.ArchetypeOffset batchedevents.html#ArchetypeOffset
Pathfinding.Util.BatchedEvents.Event batchedevents.html#Event
Pathfinding.Util.BatchedEvents.data batchedevents.html#data
Pathfinding.Util.BatchedEvents.instance batchedevents.html#instance
Pathfinding.Util.BatchedEvents.isIterating batchedevents.html#isIterating
Pathfinding.Util.BatchedEvents.isIteratingOverTypeIndex batchedevents.html#isIteratingOverTypeIndex
Pathfinding.Util.CircularBuffer.AbsoluteEndIndex circularbuffer.html#AbsoluteEndIndex Absolute index of the last item in the buffer, may be negative or greater than Length.
Pathfinding.Util.CircularBuffer.AbsoluteStartIndex circularbuffer.html#AbsoluteStartIndex Absolute index of the first item in the buffer, may be negative or greater than Length.
Pathfinding.Util.CircularBuffer.Count circularbuffer.html#Count
Pathfinding.Util.CircularBuffer.First circularbuffer.html#First First item in the buffer, throws if the buffer is empty.
Pathfinding.Util.CircularBuffer.Last circularbuffer.html#Last Last item in the buffer, throws if the buffer is empty.
Pathfinding.Util.CircularBuffer.Length circularbuffer.html#Length Number of items in the buffer.
Pathfinding.Util.CircularBuffer.data circularbuffer.html#data
Pathfinding.Util.CircularBuffer.head circularbuffer.html#head
Pathfinding.Util.CircularBuffer.length circularbuffer.html#length
Pathfinding.Util.CircularBuffer.this[int index] circularbuffer.html#thisintindex Indexes the buffer, with index 0 being the first element.
Pathfinding.Util.DependencyCheck.Dependency.name dependency.html#name
Pathfinding.Util.DependencyCheck.Dependency.version dependency.html#version
Pathfinding.Util.EditorGUILayoutHelper.tagNamesAndEditTagsButton editorguilayouthelper.html#tagNamesAndEditTagsButton Tag names and an additional 'Edit Tags...' entry. \n\nUsed for SingleTagField
Pathfinding.Util.EditorGUILayoutHelper.tagValues editorguilayouthelper.html#tagValues
Pathfinding.Util.EditorGUILayoutHelper.timeLastUpdatedTagNames editorguilayouthelper.html#timeLastUpdatedTagNames Last time tagNamesAndEditTagsButton was updated. \n\nUses EditorApplication.timeSinceStartup
Pathfinding.Util.GraphGizmoHelper.builder graphgizmohelper.html#builder
Pathfinding.Util.GraphGizmoHelper.debugData graphgizmohelper.html#debugData
Pathfinding.Util.GraphGizmoHelper.debugFloor graphgizmohelper.html#debugFloor
Pathfinding.Util.GraphGizmoHelper.debugMode graphgizmohelper.html#debugMode
Pathfinding.Util.GraphGizmoHelper.debugPathID graphgizmohelper.html#debugPathID
Pathfinding.Util.GraphGizmoHelper.debugPathNodes graphgizmohelper.html#debugPathNodes
Pathfinding.Util.GraphGizmoHelper.debugRoof graphgizmohelper.html#debugRoof
Pathfinding.Util.GraphGizmoHelper.drawConnection graphgizmohelper.html#drawConnection
Pathfinding.Util.GraphGizmoHelper.drawConnectionColor graphgizmohelper.html#drawConnectionColor
Pathfinding.Util.GraphGizmoHelper.drawConnectionStart graphgizmohelper.html#drawConnectionStart
Pathfinding.Util.GraphGizmoHelper.hasher graphgizmohelper.html#hasher
Pathfinding.Util.GraphGizmoHelper.nodeStorage graphgizmohelper.html#nodeStorage
Pathfinding.Util.GraphGizmoHelper.showSearchTree graphgizmohelper.html#showSearchTree
Pathfinding.Util.GraphSnapshot.inner graphsnapshot.html#inner
Pathfinding.Util.GraphTransform.i3translation graphtransform.html#i3translation
Pathfinding.Util.GraphTransform.identity graphtransform.html#identity True if this transform is the identity transform (i.e it does not do anything)
Pathfinding.Util.GraphTransform.identityTransform graphtransform.html#identityTransform
Pathfinding.Util.GraphTransform.inverseMatrix graphtransform.html#inverseMatrix
Pathfinding.Util.GraphTransform.inverseRotation graphtransform.html#inverseRotation
Pathfinding.Util.GraphTransform.isIdentity graphtransform.html#isIdentity
Pathfinding.Util.GraphTransform.isOnlyTranslational graphtransform.html#isOnlyTranslational
Pathfinding.Util.GraphTransform.isXY graphtransform.html#isXY
Pathfinding.Util.GraphTransform.isXZ graphtransform.html#isXZ
Pathfinding.Util.GraphTransform.matrix graphtransform.html#matrix
Pathfinding.Util.GraphTransform.onlyTranslational graphtransform.html#onlyTranslational True if this transform is a pure translation without any scaling or rotation.
Pathfinding.Util.GraphTransform.rotation graphtransform.html#rotation
Pathfinding.Util.GraphTransform.translation graphtransform.html#translation
Pathfinding.Util.GraphTransform.up graphtransform.html#up
Pathfinding.Util.GraphTransform.xyPlane graphtransform.html#xyPlane Transforms from the XZ plane to the XY plane.
Pathfinding.Util.GraphTransform.xzPlane graphtransform.html#xzPlane Transforms from the XZ plane to the XZ plane (i.e. \n\nan identity transformation)
Pathfinding.Util.Guid._a guid.html#_a
Pathfinding.Util.Guid._b guid.html#_b
Pathfinding.Util.Guid.hex guid.html#hex
Pathfinding.Util.Guid.random guid.html#random
Pathfinding.Util.Guid.text guid.html#text
Pathfinding.Util.Guid.zero guid.html#zero
Pathfinding.Util.Guid.zeroString guid.html#zeroString
Pathfinding.Util.HierarchicalBitset.Capacity hierarchicalbitset.html#Capacity
Pathfinding.Util.HierarchicalBitset.IsCreated hierarchicalbitset.html#IsCreated
Pathfinding.Util.HierarchicalBitset.IsEmpty hierarchicalbitset.html#IsEmpty True if the bitset is empty.
Pathfinding.Util.HierarchicalBitset.Iterator.Current iterator.html#Current
Pathfinding.Util.HierarchicalBitset.Iterator.bitSet iterator.html#bitSet
Pathfinding.Util.HierarchicalBitset.Iterator.l2bitIndex iterator.html#l2bitIndex
Pathfinding.Util.HierarchicalBitset.Iterator.l3bitIndex iterator.html#l3bitIndex
Pathfinding.Util.HierarchicalBitset.Iterator.l3index iterator.html#l3index
Pathfinding.Util.HierarchicalBitset.Iterator.result iterator.html#result
Pathfinding.Util.HierarchicalBitset.Iterator.resultCount iterator.html#resultCount
Pathfinding.Util.HierarchicalBitset.Log64 hierarchicalbitset.html#Log64
Pathfinding.Util.HierarchicalBitset.allocator hierarchicalbitset.html#allocator
Pathfinding.Util.HierarchicalBitset.l1 hierarchicalbitset.html#l1
Pathfinding.Util.HierarchicalBitset.l2 hierarchicalbitset.html#l2
Pathfinding.Util.HierarchicalBitset.l3 hierarchicalbitset.html#l3
Pathfinding.Util.IEntityIndex.EntityIndex ientityindex.html#EntityIndex
Pathfinding.Util.IProgress.Progress iprogress.html#Progress
Pathfinding.Util.ListPool.LargeThreshold listpool.html#LargeThreshold
Pathfinding.Util.ListPool.MaxCapacitySearchLength listpool.html#MaxCapacitySearchLength When requesting a list with a specified capacity, search max this many lists in the pool before giving up. \n\nMust be greater or equal to one.
Pathfinding.Util.ListPool.MaxLargePoolSize listpool.html#MaxLargePoolSize
Pathfinding.Util.ListPool.inPool listpool.html#inPool
Pathfinding.Util.ListPool.largePool listpool.html#largePool
Pathfinding.Util.ListPool.pool listpool.html#pool Internal pool.
Pathfinding.Util.MeshUtility.JobRemoveDuplicateVertices.outputTags jobremoveduplicatevertices.html#outputTags
Pathfinding.Util.MeshUtility.JobRemoveDuplicateVertices.outputTriangles jobremoveduplicatevertices.html#outputTriangles
Pathfinding.Util.MeshUtility.JobRemoveDuplicateVertices.outputVertices jobremoveduplicatevertices.html#outputVertices
Pathfinding.Util.MeshUtility.JobRemoveDuplicateVertices.tags jobremoveduplicatevertices.html#tags
Pathfinding.Util.MeshUtility.JobRemoveDuplicateVertices.triangles jobremoveduplicatevertices.html#triangles
Pathfinding.Util.MeshUtility.JobRemoveDuplicateVertices.vertices jobremoveduplicatevertices.html#vertices
Pathfinding.Util.NativeCircularBuffer.AbsoluteEndIndex nativecircularbuffer.html#AbsoluteEndIndex Absolute index of the last item in the buffer, may be negative or greater than Length.
Pathfinding.Util.NativeCircularBuffer.AbsoluteStartIndex nativecircularbuffer.html#AbsoluteStartIndex Absolute index of the first item in the buffer, may be negative or greater than Length.
Pathfinding.Util.NativeCircularBuffer.Allocator nativecircularbuffer.html#Allocator The allocator used to create the internal buffer.
Pathfinding.Util.NativeCircularBuffer.Count nativecircularbuffer.html#Count
Pathfinding.Util.NativeCircularBuffer.First nativecircularbuffer.html#First First item in the buffer throws if the buffer is empty.
Pathfinding.Util.NativeCircularBuffer.IsCreated nativecircularbuffer.html#IsCreated
Pathfinding.Util.NativeCircularBuffer.Last nativecircularbuffer.html#Last Last item in the buffer, throws if the buffer is empty.
Pathfinding.Util.NativeCircularBuffer.Length nativecircularbuffer.html#Length Number of items in the buffer.
Pathfinding.Util.NativeCircularBuffer.capacityMask nativecircularbuffer.html#capacityMask Capacity of the allocation minus 1. \n\nInvariant: (a power of two) minus 1
Pathfinding.Util.NativeCircularBuffer.data nativecircularbuffer.html#data
Pathfinding.Util.NativeCircularBuffer.head nativecircularbuffer.html#head
Pathfinding.Util.NativeCircularBuffer.length nativecircularbuffer.html#length
Pathfinding.Util.NativeCircularBuffer.this[int index] nativecircularbuffer.html#thisintindex Indexes the buffer, with index 0 being the first element.
Pathfinding.Util.NativeHashMapInt3Int util2.html#NativeHashMapInt3Int
Pathfinding.Util.NativeMovementPlane.rotation nativemovementplane.html#rotation The rotation of the plane. \n\nThe plane is defined by the XZ-plane rotated by this quaternion.\n\nShould always be normalized.
Pathfinding.Util.NativeMovementPlane.up nativemovementplane.html#up Normal of the plane.
Pathfinding.Util.NodeHasher.debugData nodehasher.html#debugData
Pathfinding.Util.NodeHasher.hasher nodehasher.html#hasher
Pathfinding.Util.NodeHasher.includeAreaInfo nodehasher.html#includeAreaInfo
Pathfinding.Util.NodeHasher.includeHierarchicalNodeInfo nodehasher.html#includeHierarchicalNodeInfo
Pathfinding.Util.NodeHasher.includePathSearchInfo nodehasher.html#includePathSearchInfo
Pathfinding.Util.ObjectPoolSimple.inPool objectpoolsimple.html#inPool
Pathfinding.Util.ObjectPoolSimple.pool objectpoolsimple.html#pool Internal pool.
Pathfinding.Util.PathInterpolator.Cursor.currentDistance cursor.html#currentDistance
Pathfinding.Util.PathInterpolator.Cursor.currentSegmentLength cursor.html#currentSegmentLength
Pathfinding.Util.PathInterpolator.Cursor.curvatureDirection cursor.html#curvatureDirection A vector parallel to the local curvature. \n\nThis will be zero on straight line segments, and in the same direction as the rotation axis when on a corner.\n\nSince this interpolator follows a polyline, the curvature is always either 0 or infinite. Therefore the magnitude of this vector has no meaning when non-zero. Only the direction matters.
Pathfinding.Util.PathInterpolator.Cursor.distance cursor.html#distance Traversed distance from the start of the path.
Pathfinding.Util.PathInterpolator.Cursor.distanceToSegmentStart cursor.html#distanceToSegmentStart
Pathfinding.Util.PathInterpolator.Cursor.endPoint cursor.html#endPoint Last point in the path.
Pathfinding.Util.PathInterpolator.Cursor.fractionAlongCurrentSegment cursor.html#fractionAlongCurrentSegment Fraction of the way along the current segment. \n\n0 is at the start of the segment, 1 is at the end of the segment.
Pathfinding.Util.PathInterpolator.Cursor.interpolator cursor.html#interpolator
Pathfinding.Util.PathInterpolator.Cursor.position cursor.html#position Current position.
Pathfinding.Util.PathInterpolator.Cursor.remainingDistance cursor.html#remainingDistance Remaining distance until the end of the path.
Pathfinding.Util.PathInterpolator.Cursor.segmentCount cursor.html#segmentCount
Pathfinding.Util.PathInterpolator.Cursor.segmentIndex cursor.html#segmentIndex Current segment. \n\nThe start and end points of the segment are path[value] and path[value+1].
Pathfinding.Util.PathInterpolator.Cursor.tangent cursor.html#tangent Tangent of the curve at the current position. \n\nNot necessarily normalized.
Pathfinding.Util.PathInterpolator.Cursor.valid cursor.html#valid True if this instance has a path set. \n\n[more in online documentation]
Pathfinding.Util.PathInterpolator.Cursor.version cursor.html#version
Pathfinding.Util.PathInterpolator.path pathinterpolator.html#path
Pathfinding.Util.PathInterpolator.start pathinterpolator.html#start
Pathfinding.Util.PathInterpolator.totalDistance pathinterpolator.html#totalDistance
Pathfinding.Util.PathInterpolator.valid pathinterpolator.html#valid True if this instance has a path set. \n\n[more in online documentation]
Pathfinding.Util.PathInterpolator.version pathinterpolator.html#version
Pathfinding.Util.PathPartWithLinkInfo.endIndex pathpartwithlinkinfo.html#endIndex Index of the last point in the path that this part represents. \n\nFor off-mesh links, this will refer to the first point in the part after the off-mesh link.
Pathfinding.Util.PathPartWithLinkInfo.linkInfo pathpartwithlinkinfo.html#linkInfo The off-mesh link that this part represents. \n\nWill contain a null link if this part is not an off-mesh link
Pathfinding.Util.PathPartWithLinkInfo.startIndex pathpartwithlinkinfo.html#startIndex Index of the first point in the path that this part represents. \n\nFor off-mesh links, this will refer to the last point in the part before the off-mesh link.
Pathfinding.Util.PathPartWithLinkInfo.type pathpartwithlinkinfo.html#type Specifies if this is a sequence of nodes, or an off-mesh link.
Pathfinding.Util.Promise.IsCompleted promise.html#IsCompleted
Pathfinding.Util.Promise.Progress promise.html#Progress
Pathfinding.Util.Promise.handle promise.html#handle
Pathfinding.Util.Promise.result promise.html#result
Pathfinding.Util.SimpleMovementPlane.XYPlane simplemovementplane.html#XYPlane A plane that spans the X and Y axes.
Pathfinding.Util.SimpleMovementPlane.XZPlane simplemovementplane.html#XZPlane A plane that spans the X and Z axes.
Pathfinding.Util.SimpleMovementPlane.inverseRotation simplemovementplane.html#inverseRotation
Pathfinding.Util.SimpleMovementPlane.isXY simplemovementplane.html#isXY
Pathfinding.Util.SimpleMovementPlane.isXZ simplemovementplane.html#isXZ
Pathfinding.Util.SimpleMovementPlane.plane simplemovementplane.html#plane
Pathfinding.Util.SimpleMovementPlane.rotation simplemovementplane.html#rotation
Pathfinding.Util.SlabAllocator.AllocatedBit slaballocator.html#AllocatedBit
Pathfinding.Util.SlabAllocator.AllocatorData.freeHeads allocatordata.html#freeHeads
Pathfinding.Util.SlabAllocator.AllocatorData.mem allocatordata.html#mem
Pathfinding.Util.SlabAllocator.ByteSize slaballocator.html#ByteSize
Pathfinding.Util.SlabAllocator.Header.length header.html#length
Pathfinding.Util.SlabAllocator.InvalidAllocation slaballocator.html#InvalidAllocation Allocation which is always invalid.
Pathfinding.Util.SlabAllocator.IsCreated slaballocator.html#IsCreated
Pathfinding.Util.SlabAllocator.LengthMask slaballocator.html#LengthMask
Pathfinding.Util.SlabAllocator.List.Length list.html#Length
Pathfinding.Util.SlabAllocator.List.allocationIndex list.html#allocationIndex
Pathfinding.Util.SlabAllocator.List.allocator list.html#allocator
Pathfinding.Util.SlabAllocator.List.span list.html#span
Pathfinding.Util.SlabAllocator.List.this[int index] list.html#thisintindex
Pathfinding.Util.SlabAllocator.MaxAllocationSizeIndex slaballocator.html#MaxAllocationSizeIndex
Pathfinding.Util.SlabAllocator.NextBlock.next nextblock.html#next
Pathfinding.Util.SlabAllocator.UsedBit slaballocator.html#UsedBit
Pathfinding.Util.SlabAllocator.ZeroLengthArray slaballocator.html#ZeroLengthArray Allocation representing a zero-length array.
Pathfinding.Util.SlabAllocator.data slaballocator.html#data
Pathfinding.Util.StackPool.pool stackpool.html#pool Internal pool.
Pathfinding.Util.ToPlaneMatrix.matrix toplanematrix.html#matrix
Pathfinding.Util.ToWorldMatrix.matrix toworldmatrix.html#matrix
Pathfinding.Util.UnsafeSpan.Length unsafespan.html#Length Number of elements in this span.
Pathfinding.Util.UnsafeSpan.length unsafespan.html#length
Pathfinding.Util.UnsafeSpan.ptr unsafespan.html#ptr
Pathfinding.Util.UnsafeSpan.this[int index] unsafespan.html#thisintindex
Pathfinding.Util.UnsafeSpan.this[uint index] unsafespan.html#thisuintindex
Pathfinding.VersionedMonoBehaviour.EntityIndex versionedmonobehaviour.html#EntityIndex Internal entity index used by BatchedEvents. \n\nShould never be modified by other scripts.
Pathfinding.VersionedMonoBehaviour.version versionedmonobehaviour.html#version Version of the serialized data. \n\nUsed for script upgrades.
Pathfinding.WelcomeScreen.FirstSceneToLoad welcomescreen.html#FirstSceneToLoad
Pathfinding.WelcomeScreen.askedAboutQuitting welcomescreen.html#askedAboutQuitting
Pathfinding.WelcomeScreen.isImportingSamples welcomescreen.html#isImportingSamples
Pathfinding.WelcomeScreen.m_VisualTreeAsset welcomescreen.html#m_VisualTreeAsset
Pathfinding.WorkItemProcessor.IndexedQueue.Count indexedqueue.html#Count
Pathfinding.WorkItemProcessor.IndexedQueue.buffer indexedqueue.html#buffer
Pathfinding.WorkItemProcessor.IndexedQueue.start indexedqueue.html#start
Pathfinding.WorkItemProcessor.IndexedQueue.this[int index] indexedqueue.html#thisintindex
Pathfinding.WorkItemProcessor.OnGraphsUpdated workitemprocessor.html#OnGraphsUpdated
Pathfinding.WorkItemProcessor.anyGraphsDirty workitemprocessor.html#anyGraphsDirty
Pathfinding.WorkItemProcessor.anyQueued workitemprocessor.html#anyQueued True if any work items are queued right now.
Pathfinding.WorkItemProcessor.astar workitemprocessor.html#astar
Pathfinding.WorkItemProcessor.preUpdateEventSent workitemprocessor.html#preUpdateEventSent
Pathfinding.WorkItemProcessor.workItems workitemprocessor.html#workItems
Pathfinding.WorkItemProcessor.workItemsInProgress workitemprocessor.html#workItemsInProgress True while a batch of work items are being processed. \n\nSet to true when a work item is started to be processed, reset to false when all work items are complete.\n\nWork item updates are often spread out over several frames, this flag will be true during the whole time the updates are in progress.
Pathfinding.WorkItemProcessor.workItemsInProgressRightNow workitemprocessor.html#workItemsInProgressRightNow Used to prevent waiting for work items to complete inside other work items as that will cause the program to hang.
PollPendingPathsSystem.cs.GCHandle <undefined>
RVOSystem.cs.GCHandle <undefined>
WindowsStoreCompatibility.cs.TP <undefined>
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