Interface IAgent

Public

Exposes properties of an Agent class.

A* Pro Feature

This is an A* Pathfinding Project Pro feature only. This function/class/variable might not exist in the Free version of the A* Pathfinding Project or the functionality might be limited.
The Pro version can be bought here

Public Methods

ForceSetVelocity (velocity)

Set the current velocity of the agent.

Public
SetCollisionNormal (normal)

Set the normal of a wall (or something else) the agent is currently colliding with.

Public
SetObstacleQuery (sourceNode)

Add obstacles to avoid for this agent.

Public
SetTarget (targetPoint, desiredSpeed, maxSpeed, endOfPath)

Point towards which the agent should move.

Public

Public Variables

AgentIndex

Internal index of the agent.

Public
AgentTimeHorizon

Max number of estimated seconds to look into the future for collisions with agents.

Public
AvoidingAnyAgents

True if the agent's movement is affected by any other agents or obstacles.

Public
CalculatedEffectivelyReachedDestination
Public
CalculatedSpeed

Optimal speed of the agent to avoid collisions.

Public
CalculatedTargetPoint

Optimal point to move towards to avoid collisions.

Public
CollidesWith

Layer mask specifying which layers this agent will avoid.

Public
DebugFlags

Draw debug information in the scene view.

Public
DestroyedCallback

Callback which will be called right the agent is removed from the simulation.

Public
FlowFollowingStrength

Determines how strongly this agent just follows the flow instead of making other agents avoid it.

Public
Height

Height of the agent in world units.

Public
HierarchicalNodeIndex
Public
Layer

Specifies the avoidance layer for this agent.

Public
Locked

Locked agents will be assumed not to move.

Public
MaxNeighbours

Max number of agents to take into account.

Public
MovementPlane

Plane in which the agent moves.

Public
NeighbourCount

Number of neighbours that the agent took into account during the last simulation step.

Public
ObstacleTimeHorizon

Max number of estimated seconds to look into the future for collisions with obstacles.

Public
Position

Position of the agent.

Public
PreCalculationCallback

Callback which will be called right before avoidance calculations are started.

Public
Priority

How strongly other agents will avoid this agent.

Public
Radius

Radius of the agent in world units.

Public