# SetDestination(Vector3)

> Sets or updates the destination thus triggering the calculation for a new path.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.AI](/engine/6000.6/script-reference/unityengine/ai.md)
* **Assembly:** UnityEngine.AIModule

```csharp
public bool SetDestination(Vector3 target)
```

### Parameters

**** (\[Vector3]\(/engine/6000.6/script-reference/unityengine/vector3)): The target point to navigate to.

### Returns

| Type                                                          | Description                                                          |
| ------------------------------------------------------------- | -------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if the destination was requested successfully, otherwise false. |

### Remarks

Note that the path may not become available until after a few frames later. While the path is being computed, [\_pathPending](/engine/6000.6/script-reference/unityengine/ai/navmeshagent/pathpending.md) will be true. If a valid path becomes available then the agent will resume movement.

### Examples

```csharp
using UnityEngine;
using UnityEngine.AI;

public class Example : MonoBehaviour
{
    NavMeshAgent myNavMeshAgent;
    void Start()
    {
        myNavMeshAgent = GetComponent<NavMeshAgent>();
    }

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            SetDestinationToMousePosition();
        }
    }

    void SetDestinationToMousePosition()
    {
        RaycastHit hit;
        Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        if (Physics.Raycast(ray, out hit))
        {
            myNavMeshAgent.SetDestination(hit.point);
        }
    }
}
```
