Unity navmesh agent reached destination Presumably there must be some absolute method to determine when a NavMeshAgent has either reached his destination, given up on trying to reach his destination or just generally got as close as he’s going to get? Dec 1, 2020 · Your best bet is to have it s. destination will be the closest point to the destination on a walkable Area! The problem is, when you dont precalculate the path and set the Destination of your navAgent multiple times a second, the destination will always be the exact point, you set your destination to! Oct 10, 2018 · Hi all, I’m attempting to stop a NavMeshAgent before it reaches its destination based on a maximum move number. AI; public class ZeroCTRL : MonoBehaviour { public Camera kamera Sep 29, 2016 · Hey, I’ve been toying around with NavMeshAgent and it seems that in order for them to surely reach their destination, the most sure way is to SetDestination each update. PathPartial if the path is Feb 3, 2021 · I'm creating a 3D FPS game in Unity using c#. I'm trying to make a drone system where the player can specify the destination and the drone can only move within a certain range of the player. status == NavMeshPathStatus. Jun 8, 2020 · But how do know when the navmeshagent has stopped at the edge of the truck when it willl never reach its destination (the enemy). When i click on a point, the player moves to the point and triggers an animation. Because of that you always get the Complete result. cs Oct 10, 2012 · I’ve also looked at speed, hasPath and pathStale, but these don’t seem to provide any useful information either. Nov 9, 2019 · I want to create a simulation with AI agents chopping down trees, then dropping off lumber. Oct 9, 2017 · As the subject title says, sometimes the NavMeshAgent reaches its destination, but then spins on the spot instead of stopping movement. Sep 28, 2012 · Once the object with the nav mesh agent collided with the destination game object, you can determine in the OnTriggerEnter() function and check if the colliding object is the one you want (use tag or name), and do your rest stuff. I've been using navmeshes for the player and the enemies, which are all working fine, but I'm having trouble with implementing the drones. pathpending so instead i am checking the distance to the position and magnitue of the agent: //wait until agent reached current destination Feb 16, 2023 · The NavMeshAgent actually has a property stoppingDistance that allows you to control the radius around the destination which will cause the agent to consider the target "reached". Use (transform. Sadly, this is undocumented. You can debug this perhaps by spawning a little cube on the Agent’s destination after you’ve set it? Nov 16, 2020 · I fixed my problem by doing the ff: public bool CanReachPosition(Vector2 position) { NavMeshPath path = new NavMeshPath(); agent. zero) and Speed = 0 but that won’t stop my agent either. position). Anyway; this should get you going (untested though) You should be using Vector3. I have a game where their new target can change any second. E. Roughly speaking: the agent will reach the destination, but the check will work again due to the fact that the value has not yet been updated, and inside we transfer the current value directly from the agent and get a single event firing. I have a method that chooses a random location on the map and then tells the enemy to go to Oct 18, 2017 · If i'm not, I want to set my NavMeshAgent's destination to the item and then pick it up once I've arrived. 3, NavMeshAgent. destination to set an agents destination. Just to clarify, I know how to check if the agent reached it’s destination, but how do I check if he reached a tree? Maybe he reached his drop Description Sets or updates the destination thus triggering the calculation for a new path. Oct 1, 2016 · I would rather set the agent’s destination every x frames instead of every update. stoppingDistance = 1; If it's a situational issue, where you use your own code to determine that the agent can't get closer to a specific destination, you can use navMeshAgent. I also tried to make Velocity zero (Vector3. • If the agent has no path or requested path - returns the agents position on the navmesh. May 23, 2015 · I think that if in the previous frame the agent hasPath, and in the current frame it does not hasPath, then it is considered to have reached it’s current destination. 2). AI; public class Pathfinding : MonoBehaviour { private NavMeshAgent agent; private Animator animator; // Use this for initialization Aug 4, 2020 · Hi, my player moves via path finding (nav mesh) by clicking on a point. Attach this component to a mobile character in the game to allow the character to use the NavMesh to navigate the scene. Before that, remainingDistance will return infinity. Here is my script using UnityEngine; using UnityEngine. Apr 11, 2025 · I am facing the following problem with a NavMesh agent: at a certain point in the game a 3D model has to move to a given destination. This results in endless “orbiting” around the target point and the agent will thus never truly reach its destination. Here I have tried using isStopped = true to stop the agent from moving but it still keeps moving a little and eventually goes away from the target. Oct 10, 2012 · Presumably there must be some absolute method to determine when a NavMeshAgent has either reached his destination, given up on trying to reach his destination or just generally got as close as he’s going to get? Getting: Returns the destination set for this agent. Mar 31, 2022 · 0 I'm working on "Indoor Navigation" using Vuforia in unity. remainingDistance is still calculated only after the penultimate corner of the path has been reached, and the agent is traversing the last segment. And when I select a NavMeshAgent and click on the Navigation window May 31, 2019 · Now as soon as the rabbit gets close to the given destination, it will not stop but rather is "running around" in a very small circle around the destination. If the player is constantly moving towards a mouse-intersection point similar to Diablo/Grim Dawn/etc May 27, 2020 · The agent typically goes as close to the destination as possible if it cannot reach its exact location. Oct 10, 2016 · Maybe there a solution to check if the destination to the player is possible and if not than do something like for example start patrolling the area going to the possible waypoint. this would move the agent for a value of 5 and then stop it, whether the destination was reached or n… Description Sets or updates the destination thus triggering the calculation for a new path. May 8, 2019 · For AI purposes it’s useful to quickly know if a path to a target can be reached without spending tons of CPU actually testing it by calculating a full path and post-processing it. Edit: If there is a way to make unity find a valid path, that would be great. Speed Im seeing this issue with my navmesh agents and cant seem to fix it. They just keep displaying running animation at the point, instead of displaying idle or moving to next random destination… I had ask them to stop when the distance is under 1f (which is half body of themselves), but no use. Description Navigation mesh agent. Nov 28, 2020 · Hey everyone, need help! Almost all the NavMeshAgents in my scene seem never get their destination. destination = destinationPos; and when it reaches there I want to perform another action. Single Unit can walk there fine. Any ideas? (There’s a similar question here - Navmeshagent Sep 16, 2021 · I had sometimes problems with agent. I wrote a function to find the closest tree and go to it. I can presumably switch NavMeshAgent. Jun 24, 2025 · Hello there, I have an issue where giving a Move command to multiple selected AI’s breaks the destination at certain spots causing all selected Units to not move. your destination is “reached” when your agent is within certain bounds. The mouse object is a capsule on its side that is somewhat flattened with some spheres for eye’s. So should I only be setting its destination once? Nov 22, 2013 · Hello, I’m having a rather weird bug with Unity’s navmesh system (I’m using Unity Free 4. PathComplete; } After getting the path, we need to check if the path is NavMeshPathStatus. g. The cheese object is a box with the collider set to trigger, and the tag is cheese nothing else no scripts. Description Sets or updates the destination thus triggering the calculation for a new path. Is there a OnComplete () event or do I have to make one by determining remaining distance? Apr 25, 2020 · 9 As of Unity 2019. It’s hard do explain in words, but it looks like below: And here’s the OnUpdate function from the BT Action: protected override Status OnUpdate() { _animator?. Apologies for the long explanation I am not the best at explaining Here is my code so far: using UnityEngine. CalculatePath(position, path); return path. The path will be . Now i want to trigger another animation parameter, when the player stops moving (reaches the destination point) This is my player code: using UnityEngine; using UnityEngine. Distance () as it’s much more efficient. I understand that this simplifies their code, but for player and enemy movement this is not acceptable. I'm setting the destination of an agent using agent. However, sometimes if I try to log the remainingDistance variable as it moves it stays at zero the whole time. The agent always will reach the destination eventually, but sometimes when it gets pretty close, it will spin for up to 30 seconds before actually getting to the destination. Unity is the ultimate game development platform. Note that NavMesh Agents also have some properties that allow you to establish how they should target and subsequently approach a Jan 16, 2019 · If I remember correctly the NavMeshAgent will, when given a target it cannot reach, actually set its destination to the furthest point on the path it can reach and use that as destination. This is slightly annoying because I want to know whether the unit is moving so Feb 28, 2019 · It appears that whenever NavMeshAgent. SetFloat(AnimationConstants. Jan 24, 2022 · If the distance between the navmesh agent and the destination is too high then set the destination to the empty object until the agent is closer to the actual desired destination. squareMagnitude rather than Vector3. Basically, the navmesh system itself works correctly, the unit goes from A to B and avoids the obstacles. While the path is being computed, pathPending will be true. You can only check if its moving at all, but it could also have stopped because it can't find a Jan 2, 2015 · When I had it picking a random point on the navmesh it would reach its destination no problems. t. position - destination. Should I use a coroutine for setting the destination every second or two? Is it very very bad to call SetDestination each Update? How have you solved your issue . AI; using UnityEngine; public class PlayerManager : MonoBehaviour { Ray ray; RaycastHit hit; Vector3 target; Oct 23, 2015 · I have a navmeshagent, and a set of destinations that the agent walks between. My navmeshagent is a minion a duck to be exact and when i click play i already force it to move to centre map. sqrMagnitude < x, where x may vary based on the speed with which your agent approaches your destination. Checks that NavMeshAgent reached destination or gave up trying - UnityNavMeshCheck. Unfortunately there is no good way to detect when a NavMeshAgent reached its destination and then react to this event. The navAgent. For more details refer to AI Navigation. In a script, on every update, check the absolute straight-line distance (or distance 2 ) from the agent to its target If this distance is less than a certain small value, the agent has reached its destination. SetDestination is used and pathPending=true occurs, Unity immediately stops the agent (velocity=0) and it will not move until the new path is completed. isStopped = true Oct 3, 2014 · Looked in the documentation and couldn’t find a somewhat simple solution that A* had. At the moment, I am using . If a valid path becomes available then the agent will resume movement. PathComplete or if the path is getting to the destination. I have done this exact thing before but have since completely forgotten how to do it. For now, I'll just stick to Oct 24, 2012 · Looked in the documentation and couldn’t find a somewhat simple solution that A* had. But I am stuck on trying to figure out how I should know when the agent reched the specified tree. I’m also setting this every frame which I presume is bad because I think it calculates a path every time it is set. Getting: Returns the destination set for this agent. The code for accomplishing that looks like this: public class MyState { private bool reachedDestination; private NavMeshAgent myNavMeshAgent; private GameObject myDestinationPoint; public MyState(NavMeshAgent navMeshAgent, GameObject destinationPoint May 6, 2014 · What is the difference? I find there is a lack of detailed information on NavMesh. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers. updateRotation manually, but I don’t think I should have to, so hopefully there’s some other fix I can apply, without switching navigation off completely. Jun 7, 2012 · Other than doing a distance check each update, is there a way to check when a nav mesh agent has arrived at the destination goal? Similarly, what about when a path becomes impassable, and their is no alternate route or we want to rethink the situation on that event? Jul 7, 2022 · If this is a general problem whenever your agent tries to reach any destination, you should use the stoppingDistance property of NavMeshAgent: //Stop when we're 1 meter from our destination navMeshAgent. I have scanned the map using "Vuforia Area Target Creator" and import area targets to Unity Project, then I have merged mulitple area targets as one area target, then I have Created NavMesh and NavMesh Agent, then I want to test if the NavMeshAgent move to destination or not. Is there a OnComplete () event or do I have to make one by determining remaining distance? Apr 25, 2020 · I have a NavMeshAgent that I am using SetDestination() with, but the agent always tries to get as close to the destination as possible, even the location is unreachable. • If a destination is set but the path is not yet processed the position returned will be valid navmesh position that's closest to the previously set position. I have an enemy AI using a NavMeshAgent to patrol an area. Especially important when it’s running each frame. I have a feeling it’s because the agent can’t reach the destination exactly on the first time, so it’s overshooting by a little bit Without further intervention, it will overshoot the target and then turn to try to reach it again from the other side. Note that the path may not become available until after a few frames later. Jan 27, 2019 · I want my agent to stop immediately upon arriving the target. This well-known problem is handled in Unity using the Stopping Distance and Auto Braking properties. ikkhc zgseapu ijlw cyhg bwyd yzhf zts auhfom hizit dfe bwxequ ghlp lrbru nlgu qna