Class RichAI Extends AIBase, IAstarAI
Advanced AI for navmesh based graphs.
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
Fills buffer with the remaining path.
Recalculate the current path.
Instantly move the agent to a new position.
Public Variables
Max acceleration of the agent.
True if approaching the last waypoint in the current part of the path.
True if approaching the last waypoint of all parts in the current path.
End point of path the agent is currently following.
Use funnel simplification.
True if this agent currently has a path that it follows.
Called when the agent starts to traverse an off-mesh link.
True if a path is currently being calculated.
Prevent the velocity from being too far away from the forward direction of the character.
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.
Search for new paths repeatedly.
Max rotation speed of the agent.
Slow down when not facing the target direction.
How long before reaching the end of the path to start to slow down.
Point on the path which the agent is currently moving towards.
Walls within this range will be used for avoidance.
Force to avoid walls with.
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.
Move the agent.
Calculate how the character wants to move during this frame.
Make the AI follow the specified path.
Simulates rotating the agent towards the specified direction and returns the new rotation.
Determines how the agent recalculates its path automatically.
Enables or disables movement completely.
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.
Distance to the end point to consider the end of path to be reached.
Gravity to use.
Layer mask to use for ground placement.
Height of the agent in world units.
Gets or sets if the agent should stop moving.
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.
Position of the agent.
Radius of the agent in world units.
Rotation of the agent.
Controls if the agent slows down to a stop if the area around the destination is crowded.
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.
Declare that the AI has completely traversed the current part.
Called when the component is disabled.
Called when the component is enabled.
Called when a requested path has been calculated.
Called when the end of the path is reached.
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.
Fallback for traversing off-mesh links in case onTraverseOffMeshLink is not set.
Traverses an off-mesh link.
Enables or disables movement completely.
Enables or disables recalculating the path at regular intervals.
Cached CharacterController component.
Height of the agent in world units.
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.
Max speed in world units per second.
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.
Radius of the agent in world units.
Holds the current path that this agent is following.
Cached Rigidbody component.
Cached Rigidbody component.
Internal state used for filtering out noise in the agent's rotation.
Cached RVOController component.
True if the path should be automatically recalculated as soon as possible.
Position of the agent.
Rotation of the agent.
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.
Deprecated Members
Waypoint that the agent is moving towards.
True if a path to the target is currently being calculated.
Current waypoint that the agent is moving towards.
True if the end of the path has been reached.
Force recalculation of the current path.
Current velocity of the agent.
Anim for off-mesh links.