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Api > NavMesh > CalculatePath()


NavMesh.CalculatePath(Vector3 sourcePosition, Vector3 targetPosition, NavMeshQueryFilter filter)⚓︎

Calculate a path between two points and store the resulting path.

Parameters:⚓︎

Name Type Description
sourcePosition Vector3 The initial position of the path requested.
targetPosition Vector3 The final position of the path requested.
filter NavMeshQueryFilter A filter specifying the cost of NavMesh areas that can be passed when calculating a path.

Returns:⚓︎

type Description
boolean True if a either a complete or partial path is found and false otherwise.
NavMeshPath The resulting path.

Usage⚓︎

---@type Vector3
local sourcePosition;

---@type Vector3
local targetPosition;

---@type NavMeshQueryFilter
local filter;


local val0, val1 = NavMesh:CalculatePath(sourcePosition, targetPosition, filter)

Extra Detail⚓︎

Use this function to avoid gameplay delays by planning a path before it is needed. You can also use this function to check if a target position is reachable before moving the agent. This function is non-asynchronous. It performs path finding immediately which can adversely affect the frame rate when processing very long paths. It is recommended to only perform a few path finds per frame when, for example, evaluating distances to cover points.