Class AIPathAlignedToSurface Extends AIPath
Movement script for curved worlds.
This script inherits from AIPath, but adjusts its movement plane every frame using the ground normal.
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 Static Methods
Calculates smoothly interpolated normals for all raycast hits and uses that to set the movement planes of the agents.
Inherited Public Members
Moves the agent to a position.
Looks for any attached components like RVOController and CharacterController etc.
Position of the base of the character.
Fills buffer with the remaining path.
Move the agent.
Calculate how the character wants to move during this frame.
Recalculate the current path.
Make the AI follow the specified path.
Simulates rotating the agent towards the specified direction and returns the new rotation.
Instantly move the agent to a new position.
Draws detailed gizmos constantly in the scene view instead of only when the agent is selected and settings are being modified.
Determines how the agent recalculates its path automatically.
Enables or disables movement completely.
Ensure that the character is always on the traversable surface of the navmesh.
Velocity that this agent wants to move with.
Velocity that this agent wants to move with before taking local avoidance into account.
Position in the world that this agent should move to.
If true, the AI will rotate to face the movement direction.
End point of path the agent is currently following.
Distance to the end point to consider the end of path to be reached.
Gravity to use.
Layer mask to use for ground placement.
True if this agent currently has a path that it follows.
Height of the agent in world units.
Gets or sets if the agent should stop moving.
How quickly the agent accelerates.
Max speed in world units per second.
Plane which this agent is moving in.
Called when the agent recalculates its path.
Determines which direction the agent moves in.
True if a path is currently being calculated.
How far the AI looks ahead along the path to determine the point it moves to.
Position of the agent.
Prevent the velocity from being too far away from the forward direction of the character.
Radius of the agent in world units.
True if the ai has reached the destination.
True if the agent has reached the end of the current path.
Approximate remaining distance along the current path to the end of the path.
Rotation of the agent.
Rotation speed in degrees per second.
Controls if the agent slows down to a stop if the area around the destination is crowded.
Slow down when not facing the target direction.
Distance from the end of the path where the AI will start to slow down.
Point on the path which the agent is currently moving towards.
Determines if the character's position should be coupled to the Transform's position.
Determines if the character's rotation should be coupled to the Transform's rotation.
Actual velocity that the agent is moving with.
Private/Protected Members
Accelerates the agent downwards.
Calculates how far to move during a single frame.
Outputs the start point and end point of the next automatic path request.
Constrains the character's position to lie on the navmesh.
Clears the current path of the agent.
Called during either Update or FixedUpdate depending on if rigidbodies are used for movement or not.
Called when the component is enabled.
Called when a requested path has been calculated.
Called every frame.
Handle serialization backwards compatibility.
Checks if the character is grounded and prevents ground penetration.
Handle serialization backwards compatibility.
Simulates rotating the agent towards the specified direction and returns the new rotation.
Starts searching for paths.
Cached CharacterController component.
Represents the current steering target for the agent.
Helper which calculates points along the current path.
Amount which the character wants or tried to move with during the last frame.
Delta time used for movement during the last frame.
Hit info from the last raycast done for ground placement.
Time when the last path request was started.
Current path which is followed.
Position of the character at the end of the last frame.
Position of the character at the end of the frame before the last frame.
Cached Rigidbody component.
Cached Rigidbody component.
Cached RVOController component.
Scratch dictionary used to avoid allocations every frame.
True if the path should be automatically recalculated as soon as possible.
Position of the agent.
Rotation of the agent.
True if the Start method has been executed.
Cached Transform component.
Indicates if gravity is used during this frame.
Current desired velocity of the agent (does not include local avoidance and physics).
Velocity due to gravity.
Only when the previous path has been calculated should the script consider searching for a new path.