NavMeshAgent's Magnitude?

tikitofu

New member
Is there a way to get a NavMeshAgent's velocity/magnitude using core/movement pack tasks? I'm trying to get a character to idle when a Follow "stops". Using "Get Remaining Distance" seems inconsistent and "Is Stopped" seems to not be working for me.

Thanks.
 
Last edited:
There isn't a task which gets the Velocity off of the NavMeshAgent but it would be easy to add. It would look something like:

Code:
using UnityEngine;
using UnityEngine.AI;

namespace BehaviorDesigner.Runtime.Tasks.Unity.UnityNavMeshAgent
{
    [TaskCategory("Unity/NavMeshAgent")]
    [TaskDescription("Gets the velocity of the NavMeshAgent. Returns Success.")]
    public class GetVelociuty : Action
    {
        [Tooltip("The GameObject that the task operates on. If null the task GameObject is used.")]
        public SharedGameObject targetGameObject;
        [SharedRequired]
        [Tooltip("The velocity")]
        public SharedVector3 storeValue;

        // cache the navmeshagent component
        private NavMeshAgent navMeshAgent;
        private GameObject prevGameObject;

        public override void OnStart()
        {
            var currentGameObject = GetDefaultGameObject(targetGameObject.Value);
            if (currentGameObject != prevGameObject) {
                navMeshAgent = currentGameObject.GetComponent<NavMeshAgent>();
                prevGameObject = currentGameObject;
            }
        }

        public override TaskStatus OnUpdate()
        {
            if (navMeshAgent == null) {
                Debug.LogWarning("NavMeshAgent is null");
                return TaskStatus.Failure;
            }

            storeValue.Value = navMeshAgent.velocity;

            return TaskStatus.Success;
        }

        public override void OnReset()
        {
            targetGameObject = null;
            storeValue = Vector3.zero;
        }
    }
}

I'll include this in the next update.
 
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