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Unity Engine


EndFindPath(NavQueryBuffer, out int)

Obtains the number of nodes in the path computed by a successful NavWorld.ContinueFindPath operation.
Read time 2 minutesLast updated 10 days ago

Definition

EndFindPath(NavQueryBuffer, int)

public readonly NavQueryStatus EndFindPath(NavQueryBuffer queryBuffer, out int pathSize)

Parameters

queryBuffer

The container that stores intermediate node data for this search operation.

pathSize

The number of NavMesh nodes in the found path. This method sets the value before it returns.

Returns

Type

Description

NavQueryStatusA bitfield with one of the following two main flags set:

Remarks

This method prepares the path data so that you can then call NavWorld.GetResultFromFindPath to retrieve the array of NavNode values that make up the path.
Important: Call this method only once, at the end of the pathfinding operation. Calling it more than once invalidates the stored path.
Additional Resources: NavQueryStatus.StatusDetailMask

Examples

using Unity.Collections;using UnityEngine;using Unity.AI.Navigation.LowLevel;public class FindPathExample : MonoBehaviour{ public Transform target; NavWorld m_World; NavQueryBuffer m_Buffer; void OnEnable() { m_World = NavWorld.GetDefaultWorld(); m_Buffer = new NavQueryBuffer(m_World, Allocator.Persistent, 1024); } void Update() { NavLocation start = m_World.MapLocation(transform.position, Vector3.one, 0); NavLocation end = m_World.MapLocation(target.position, Vector3.one, 0); if (!m_World.IsValid(start) || !m_World.IsValid(end)) return; NavQueryStatus status = m_World.BeginFindPath(m_Buffer, start, end); while ((status & NavQueryStatus.InProgress) != 0) status = m_World.ContinueFindPath(m_Buffer, 64, out int _); if ((status & NavQueryStatus.Success) == 0) return; status = m_World.EndFindPath(m_Buffer, out int pathSize); if ((status & NavQueryStatus.Success) == 0) return; NativeArray<NavNode> path = new NativeArray<NavNode>(pathSize, Allocator.Temp); int copied = m_World.GetResultFromFindPath(m_Buffer, path); // The path is a corridor of nodes, not a list of waypoints. Draw the gate that each // pair of consecutive nodes shares to see the corridor the agent can move through. for (int i = 0; i < copied - 1; i++) { if (m_World.GetPortalPoints(path[i], path[i + 1], out Vector3 left, out Vector3 right)) Debug.DrawLine(left, right, Color.yellow); } path.Dispose(); } void OnDisable() { m_Buffer.Dispose(); m_World.Dispose(); }}