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Unity Engine


destination

Gets or attempts to set the destination of the agent in world-space units.
Read time 1 minuteLast updated 11 days ago

Definition

  • Type: Property
  • Namespace: UnityEngine.AI
  • Assembly: UnityEngine.AIModule
public Vector3 destination { get; set; }

Remarks

Getting:
Returns the destination set for this agent.
• If a destination is set but the path is not yet processed the position returned will be valid navmesh position that's closest to the previously set position.\
• If the agent has no path or requested path - returns the agents position on the navmesh.\
• If the agent is not mapped to the navmesh (e.g. Scene has no navmesh) - returns a position at infinity.
Setting:
Requests the agent to move to the valid navmesh position that's closest to the requested destination.
• The path result may not become available until after a few frames. Use _pathPending to query for outstanding results.\
• If it's not possible to find a valid nearby navmesh position (e.g. Scene has no navmesh) no path is requested. Use NavMeshAgent.SetDestination and check return value if you need to handle this case explicitly.

Examples

using UnityEngine;using UnityEngine.AI;[RequireComponent(typeof(NavMeshAgent))]public class FollowTarget : MonoBehaviour{ public Transform target; Vector3 destination; NavMeshAgent agent; void Start() { // Cache agent component and destination agent = GetComponent<NavMeshAgent>(); destination = agent.destination; } void Update() { // Update destination if the target moves one unit if (Vector3.Distance(destination, target.position) > 1.0f) { destination = target.position; agent.destination = destination; } }}