Class AIBase Extends VersionedMonoBehaviour

Public Abstract

Base class for AIPath and RichAI.

This class holds various methods and fields that are common to both AIPath and RichAI.

See

Pathfinding.AIPath

Pathfinding.RichAI

Pathfinding.IAstarAI (all movement scripts implement this interface)

Public Methods

FinalizeMovement (nextPosition, nextRotation)

Moves the agent to a position.

Public
FindComponents ()

Looks for any attached components like RVOController and CharacterController etc.

Public
GetFeetPosition ()

Position of the base of the character.

Public
Move (deltaPosition)

Move the agent.

Public
MovementUpdate (deltaTime, nextPosition, nextRotation)

Calculate how the character wants to move during this frame.

Public
SearchPath ()

Recalculate the current path.

Public
SetPath (path)

Make the AI follow the specified path.

Public
SimulateRotationTowards (direction, maxDegrees)

Simulates rotating the agent towards the specified direction and returns the new rotation.

Public
Teleport (newPosition, clearPath=true)

Instantly move the agent to a new position.

Public

Public Variables

autoRepath

Determines how the agent recalculates its path automatically.

Public
canMove

Enables or disables movement completely.

Public
desiredVelocity

Velocity that this agent wants to move with.

Public
destination

Position in the world that this agent should move to.

Public
enableRotation

If true, the AI will rotate to face the movement direction.

Public
gravity

Gravity to use.

Public
groundMask

Layer mask to use for ground placement.

Public
height

Height of the agent in world units.

Public
isStopped

Gets or sets if the agent should stop moving.

Public
maxSpeed

Max speed in world units per second.

Public
movementPlane

Plane which this agent is moving in.

Public
onSearchPath

Called when the agent recalculates its path.

Public
orientation

Determines which direction the agent moves in.

Public
position

Position of the agent.

Public
radius

Radius of the agent in world units.

Public
rotation

Rotation of the agent.

Public
updatePosition

Determines if the character's position should be coupled to the Transform's position.

Public
updateRotation

Determines if the character's rotation should be coupled to the Transform's rotation.

Public
velocity

Actual velocity that the agent is moving with.

Public

Public Static Variables

ShapeGizmoColor
Public Static Readonly

Private/Protected Members

AIBase ()
Protected
ApplyGravity (deltaTime)

Accelerates the agent downwards.

Protected
Awake ()
Protected
CalculateDeltaToMoveThisFrame (position, distanceToEndOfPath, deltaTime)

Calculates how far to move during a single frame.

Protected
CalculatePathRequestEndpoints (start, end)

Outputs the start point and end point of the next automatic path request.

Protected
CancelCurrentPathRequest ()
Protected
ClampToNavmesh (position, positionChanged)

Constrains the character's position to lie on the navmesh.

Protected
ClearPath ()

Clears the current path of the agent.

Protected Abstract
FinalizePosition (nextPosition)
Private
FinalizeRotation (nextRotation)
Private
FixedUpdate ()

Called every physics update.

Protected
Init ()
Private
MovementUpdateInternal (deltaTime, nextPosition, nextRotation)

Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not.

Protected Abstract
OnDisable ()
Protected
OnDrawGizmos ()
Protected
OnDrawGizmosSelected ()
Protected
OnEnable ()

Called when the component is enabled.

Protected
OnPathComplete (newPath)

Called when a requested path has been calculated.

Protected Abstract
OnUpgradeSerializedData (version, unityThread)

Handle serialization backwards compatibility.

Protected
RaycastPosition (position, lastElevation)

Checks if the character is grounded and prevents ground penetration.

Protected
Reset ()

Handle serialization backwards compatibility.

Protected
ResetShape ()
Private
SimulateRotationTowards (direction, maxDegrees)

Simulates rotating the agent towards the specified direction and returns the new rotation.

Protected
Start ()

Starts searching for paths.

Protected
Update ()

Called every frame.

Protected
UpdateVelocity ()
Protected
accumulatedMovementDelta

Accumulated movement deltas from the Move method.

Private
canSearchCompability
Private
centerOffsetCompatibility
Private
controller

Cached CharacterController component.

Protected
lastDeltaPosition

Amount which the character wants or tried to move with during the last frame.

Protected
lastDeltaTime

Delta time used for movement during the last frame.

Protected
prevFrame

Last frame index when prevPosition1 was updated.

Protected
prevPosition1

Position of the character at the end of the last frame.

Protected
prevPosition2

Position of the character at the end of the frame before the last frame.

Protected
repathRateCompatibility
Private
rigid

Cached Rigidbody component.

Protected
rigid2D

Cached Rigidbody component.

Protected
rvoController

Cached RVOController component.

Protected
seeker

Cached Seeker component.

Protected
shouldRecalculatePath

True if the path should be automatically recalculated as soon as possible.

Protected
simulatedPosition

Position of the agent.

Protected
simulatedRotation

Rotation of the agent.

Protected
startHasRun

True if the Start method has been executed.

Private
targetCompatibility
Private
tr

Cached Transform component.

Protected
usingGravity

Indicates if gravity is used during this frame.

Protected
velocity2D

Current desired velocity of the agent (does not include local avoidance and physics).

Protected
verticalVelocity

Velocity due to gravity.

Protected
waitingForPathCalculation

Only when the previous path has been calculated should the script consider searching for a new path.

Protected

Deprecated Members

canSearch

Enables or disables recalculating the path at regular intervals.

Public
centerOffset

Offset along the Y coordinate for the ground raycast start position.

Public
repathRate

Determines how often the agent will search for new paths (in seconds).

Public
rotationIn2D

If true, the forward axis of the character will be along the Y axis instead of the Z axis.

Public
target

Target to move towards.

Public