Function FollowerEntity.MovementUpdate

MovementUpdate (float deltaTime, out Vector3 nextPosition, out Quaternion nextRotation)

Calculate how the character wants to move during this frame.

Private
void MovementUpdate (

float

deltaTime

time to simulate movement for. Usually set to Time.deltaTime.

out Vector3

nextPosition

the position that the agent wants to move to during this frame.

out Quaternion

nextRotation

the rotation that the agent wants to rotate to during this frame.

)

Calculate how the character wants to move during this frame.

Note that this does not actually move the character. You need to call FinalizeMovement for that. This is called automatically unless canMove is false.

To handle movement yourself you can disable canMove and call this method manually. This code will replicate the normal behavior of the component: void Update () {
// Disable the AIs own movement code
ai.canMove = false;
Vector3 nextPosition;
Quaternion nextRotation;
// Calculate how the AI wants to move
ai.MovementUpdate(Time.deltaTime, out nextPosition, out nextRotation);
// Modify nextPosition and nextRotation in any way you wish
// Actually move the AI
ai.FinalizeMovement(nextPosition, nextRotation);
}