# IsLinkActive(NavMeshLinkInstance)

> Determines whether the instance of the link can be used to calculate paths, and if NavMesh agents can move over it.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.AI](/engine/6000.0/script-reference/unityengine/ai.md)
* **Assembly:** UnityEngine.AIModule

```csharp
public static bool IsLinkActive(NavMeshLinkInstance handle)
```

### Parameters

**** (\[NavMeshLinkInstance]\(/engine/6000.0/script-reference/unityengine/ai/navmeshlinkinstance)): The link instance whose state to query.

### Returns

| Type                                                          | Description                                                                                      |
| ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------ |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if agents can plan paths through, and traverse, this instance of the link, otherwise false. |

### Remarks

Use this method to determine if paths for the assigned [agent type](/engine/6000.0/script-reference/unityengine/ai/navmeshlinkdata/agenttypeid.md) can traverse this link or not.

A link instance is active by default regardless of whether the ends connect to NavMesh surfaces or not. To change the link's state, call [NavMesh.SetLinkActive](/engine/6000.0/script-reference/unityengine/ai/navmesh/setlinkactive.md). After you [remove](/engine/6000.0/script-reference/unityengine/ai/navmesh/removelink.md) the link from the running navigation system this method always returns `false`.

This method is available as of 2023.2.

Additional Resources: [NavMesh.SetLinkActive](/engine/6000.0/script-reference/unityengine/ai/navmesh/setlinkactive.md).
