True if there is an obstacle between start and end on the navmesh.
This is a simple api to check if there is an obstacle between two points. If you need more detailed information, you can use GridGraph.Linecast or NavmeshBase.Linecast (for navmesh/recast graphs). Those overloads can also return which nodes the line passed through, and allow you use custom node filtering.
var start = transform.position; var end = start + Vector3.forward * 10; if (AstarPath.active.Linecast(start, end)) { Debug.DrawLine(start, end, Color.red); } else { Debug.DrawLine(start, end, Color.green); }
Note
Only grid, recast and navmesh graphs support linecasts. The closest raycastable graph to the start point will be used for the linecast.
True if there is an obstacle between start and end on the navmesh.
This is a simple api to check if there is an obstacle between two points. If you need more detailed information, you can use GridGraph.Linecast or NavmeshBase.Linecast (for navmesh/recast graphs). Those overloads can also return which nodes the line passed through, and allow you use custom node filtering.
var start = transform.position; var end = start + Vector3.forward * 10; if (AstarPath.active.Linecast(start, end, out var hit)) { Debug.DrawLine(start, end, Color.red); Debug.DrawRay(hit.point, Vector3.up, Color.red); } else { Debug.DrawLine(start, end, Color.green); }
Note
Only grid, recast and navmesh graphs support linecasts. The closest raycastable graph to the start point will be used for the linecast.