Class ManagedState Extends IComponentData, IDisposable, ICloneable

Public

Runtime state for agent movement that requires managed types.

The Unity ECS in general wants everything in components to be unmanaged types. However, some things cannot be unmanaged types, for example delegates, interfaces and objects. There are also other things like path references and node references which are not unmanaged types at the moment.

This component is used to store those things.

This component is created at runtime and does not store any settings that need to be persistent.

Public Methods

Dispose ()

Pops the current part, and the next part from the start of the path.

Public Static Methods

SetPath (path, state, movementPlane, destination)

Make the AI follow the specified path.

Public Variables

activePath

Path that is being followed, if any.

Public
enableGravity

True if gravity is enabled for this agent.

Public
enableLocalAvoidance

True if local avoidance is enabled for this agent.

Public
onTraverseOffMeshLink

Callback for when the agent starts to traverse an off-mesh link.

pathTracer

Calculates in which direction to move to follow the path.

Public
pathfindingSettings
Public
pendingPath

Path that is being calculated, if any.

Public
rvoSettings

Local avoidance settings.

Public

Private/Protected Members

Clone ()

Clones the managed state for when an entity is duplicated.

Deprecated Members

autoRepath

Settings for when to recalculate the path.

Public