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Object UnityEngineAINavMesh

back to assembly

static UnityEngineAINavMeshLinkInstance AddLink(UnityEngineAINavMeshLinkData, UnityEngineVector3, UnityEngineQuaternion);

Raw: In(UnityEngineAINavMeshLinkData), In(UnityEngineVector3), In(UnityEngineQuaternion), Out(UnityEngineAINavMeshLinkInstance)

static UnityEngineAINavMeshLinkInstance AddLink(UnityEngineAINavMeshLinkData);

Raw: In(UnityEngineAINavMeshLinkData), Out(UnityEngineAINavMeshLinkInstance)

UnityEngineAINavMesh.__AddNavMeshData__UnityEngineAINavMeshData_UnityEngineVector3_UnityEngineQuaternion__UnityEngineAINavMeshDataInstance

static UnityEngineAINavMeshDataInstance AddNavMeshData(UnityEngineAINavMeshData, UnityEngineVector3, UnityEngineQuaternion);

Raw: In(UnityEngineAINavMeshData), In(UnityEngineVector3), In(UnityEngineQuaternion), Out(UnityEngineAINavMeshDataInstance)

UnityEngineAINavMesh.__AddNavMeshData__UnityEngineAINavMeshData__UnityEngineAINavMeshDataInstance

static UnityEngineAINavMeshDataInstance AddNavMeshData(UnityEngineAINavMeshData);

Raw: In(UnityEngineAINavMeshData), Out(UnityEngineAINavMeshDataInstance)

UnityEngineAINavMesh.__CalculatePath__UnityEngineVector3_UnityEngineVector3_SystemInt32_UnityEngineAINavMeshPath__SystemBoolean

static SystemBoolean CalculatePath(UnityEngineVector3, UnityEngineVector3, SystemInt32, UnityEngineAINavMeshPath);

Raw: In(UnityEngineVector3), In(UnityEngineVector3), In(SystemInt32), In(UnityEngineAINavMeshPath), Out(SystemBoolean)

UnityEngineAINavMesh.__CalculatePath__UnityEngineVector3_UnityEngineVector3_UnityEngineAINavMeshQueryFilter_UnityEngineAINavMeshPath__SystemBoolean

static SystemBoolean CalculatePath(UnityEngineVector3, UnityEngineVector3, UnityEngineAINavMeshQueryFilter, UnityEngineAINavMeshPath);

Raw: In(UnityEngineVector3), In(UnityEngineVector3), In(UnityEngineAINavMeshQueryFilter), In(UnityEngineAINavMeshPath), Out(SystemBoolean)

UnityEngineAINavMesh.__CalculateTriangulation__UnityEngineAINavMeshTriangulation

static UnityEngineAINavMeshTriangulation CalculateTriangulation();

Raw: Out(UnityEngineAINavMeshTriangulation)

UnityEngineAINavMesh.__CreateSettings__UnityEngineAINavMeshBuildSettings

static UnityEngineAINavMeshBuildSettings CreateSettings();

Raw: Out(UnityEngineAINavMeshBuildSettings)

UnityEngineAINavMesh.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMesh), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMesh.__FindClosestEdge__UnityEngineVector3_UnityEngineAINavMeshHitRef_SystemInt32__SystemBoolean

static SystemBoolean FindClosestEdge(UnityEngineVector3, ref UnityEngineAINavMeshHit, SystemInt32);

Raw: In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), In(SystemInt32), Out(SystemBoolean)

UnityEngineAINavMesh.__FindClosestEdge__UnityEngineVector3_UnityEngineAINavMeshHitRef_UnityEngineAINavMeshQueryFilter__SystemBoolean

static SystemBoolean FindClosestEdge(UnityEngineVector3, ref UnityEngineAINavMeshHit, UnityEngineAINavMeshQueryFilter);

Raw: In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), In(UnityEngineAINavMeshQueryFilter), Out(SystemBoolean)

UnityEngineAINavMesh.__GetAreaCost__SystemInt32__SystemSingle

static SystemSingle GetAreaCost(SystemInt32);

Raw: In(SystemInt32), Out(SystemSingle)

UnityEngineAINavMesh.__GetAreaFromName__SystemString__SystemInt32

static SystemInt32 GetAreaFromName(SystemString);

Raw: In(SystemString), Out(SystemInt32)

UnityEngineAINavMesh.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMesh), Out(SystemInt32)

UnityEngineAINavMesh.__GetSettingsByID__SystemInt32__UnityEngineAINavMeshBuildSettings

static UnityEngineAINavMeshBuildSettings GetSettingsByID(SystemInt32);

Raw: In(SystemInt32), Out(UnityEngineAINavMeshBuildSettings)

UnityEngineAINavMesh.__GetSettingsByIndex__SystemInt32__UnityEngineAINavMeshBuildSettings

static UnityEngineAINavMeshBuildSettings GetSettingsByIndex(SystemInt32);

Raw: In(SystemInt32), Out(UnityEngineAINavMeshBuildSettings)

UnityEngineAINavMesh.__GetSettingsCount__SystemInt32

static SystemInt32 GetSettingsCount();

Raw: Out(SystemInt32)

UnityEngineAINavMesh.__GetSettingsNameFromID__SystemInt32__SystemString

static SystemString GetSettingsNameFromID(SystemInt32);

Raw: In(SystemInt32), Out(SystemString)

UnityEngineAINavMesh.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMesh), Out(SystemType)

UnityEngineAINavMesh.__Raycast__UnityEngineVector3_UnityEngineVector3_UnityEngineAINavMeshHitRef_SystemInt32__SystemBoolean

static SystemBoolean Raycast(UnityEngineVector3, UnityEngineVector3, ref UnityEngineAINavMeshHit, SystemInt32);

Raw: In(UnityEngineVector3), In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), In(SystemInt32), Out(SystemBoolean)

UnityEngineAINavMesh.__Raycast__UnityEngineVector3_UnityEngineVector3_UnityEngineAINavMeshHitRef_UnityEngineAINavMeshQueryFilter__SystemBoolean

static SystemBoolean Raycast(UnityEngineVector3, UnityEngineVector3, ref UnityEngineAINavMeshHit, UnityEngineAINavMeshQueryFilter);

Raw: In(UnityEngineVector3), In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), In(UnityEngineAINavMeshQueryFilter), Out(SystemBoolean)

UnityEngineAINavMesh.__RemoveAllNavMeshData__SystemVoid

static void RemoveAllNavMeshData();

Raw: ``

static void RemoveLink(UnityEngineAINavMeshLinkInstance);

Raw: In(UnityEngineAINavMeshLinkInstance)

UnityEngineAINavMesh.__RemoveNavMeshData__UnityEngineAINavMeshDataInstance__SystemVoid

static void RemoveNavMeshData(UnityEngineAINavMeshDataInstance);

Raw: In(UnityEngineAINavMeshDataInstance)

UnityEngineAINavMesh.__RemoveSettings__SystemInt32__SystemVoid

static void RemoveSettings(SystemInt32);

Raw: In(SystemInt32)

UnityEngineAINavMesh.__SamplePosition__UnityEngineVector3_UnityEngineAINavMeshHitRef_SystemSingle_SystemInt32__SystemBoolean

static SystemBoolean SamplePosition(UnityEngineVector3, ref UnityEngineAINavMeshHit, SystemSingle, SystemInt32);

Raw: In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), In(SystemSingle), In(SystemInt32), Out(SystemBoolean)

UnityEngineAINavMesh.__SamplePosition__UnityEngineVector3_UnityEngineAINavMeshHitRef_SystemSingle_UnityEngineAINavMeshQueryFilter__SystemBoolean

static SystemBoolean SamplePosition(UnityEngineVector3, ref UnityEngineAINavMeshHit, SystemSingle, UnityEngineAINavMeshQueryFilter);

Raw: In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), In(SystemSingle), In(UnityEngineAINavMeshQueryFilter), Out(SystemBoolean)

UnityEngineAINavMesh.__SetAreaCost__SystemInt32_SystemSingle__SystemVoid

static void SetAreaCost(SystemInt32, SystemSingle);

Raw: In(SystemInt32), In(SystemSingle)

UnityEngineAINavMesh.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMesh), Out(SystemString)

UnityEngineAINavMesh.__get_AllAreas__SystemInt32

static SystemInt32 get_AllAreas();

Raw: Out(SystemInt32)

UnityEngineAINavMesh.__get_avoidancePredictionTime__SystemSingle

static SystemSingle get_avoidancePredictionTime();

Raw: Out(SystemSingle)

UnityEngineAINavMesh.__set_avoidancePredictionTime__SystemSingle__SystemVoid

static void set_avoidancePredictionTime(SystemSingle);

Raw: In(SystemSingle)

Object UnityEngineAINavMeshAgent

back to assembly

to array type

void ActivateCurrentOffMeshLink(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__CalculatePath__UnityEngineVector3_UnityEngineAINavMeshPath__SystemBoolean

SystemBoolean CalculatePath(UnityEngineVector3, UnityEngineAINavMeshPath);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3), In(UnityEngineAINavMeshPath), Out(SystemBoolean)

void CompleteOffMeshLink();

Raw: In(UnityEngineAINavMeshAgent)

UnityEngineAINavMeshAgent.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshAgent), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__FindClosestEdge__UnityEngineAINavMeshHitRef__SystemBoolean

SystemBoolean FindClosestEdge(ref UnityEngineAINavMeshHit);

Raw: In(UnityEngineAINavMeshAgent), InOut(UnityEngineAINavMeshHit), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__GetAreaCost__SystemInt32__SystemSingle

SystemSingle GetAreaCost(SystemInt32);

Raw: In(UnityEngineAINavMeshAgent), In(SystemInt32), Out(SystemSingle)

UnityEngineAINavMeshAgent.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAINavMeshAgent), In(SystemString), Out(UnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAINavMeshAgent), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAINavMeshAgent.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshAgent.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAINavMeshAgent.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAINavMeshAgent.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshAgent.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAINavMeshAgent.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshAgent.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAINavMeshAgent.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAINavMeshAgent.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshAgent.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAINavMeshAgent), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAINavMeshAgent.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAINavMeshAgent.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAINavMeshAgent.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAINavMeshAgent), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshAgent.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemInt32)

UnityEngineAINavMeshAgent.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemInt32)

UnityEngineAINavMeshAgent.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemType)

UnityEngineAINavMeshAgent.__Move__UnityEngineVector3__SystemVoid

void Move(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3)

UnityEngineAINavMeshAgent.__Raycast__UnityEngineVector3_UnityEngineAINavMeshHitRef__SystemBoolean

SystemBoolean Raycast(UnityEngineVector3, ref UnityEngineAINavMeshHit);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3), InOut(UnityEngineAINavMeshHit), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__ResetPath__SystemVoid

void ResetPath();

Raw: In(UnityEngineAINavMeshAgent)

UnityEngineAINavMeshAgent.__SamplePathPosition__SystemInt32_SystemSingle_UnityEngineAINavMeshHitRef__SystemBoolean

SystemBoolean SamplePathPosition(SystemInt32, SystemSingle, ref UnityEngineAINavMeshHit);

Raw: In(UnityEngineAINavMeshAgent), In(SystemInt32), In(SystemSingle), InOut(UnityEngineAINavMeshHit), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__SetAreaCost__SystemInt32_SystemSingle__SystemVoid

void SetAreaCost(SystemInt32, SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemInt32), In(SystemSingle)

UnityEngineAINavMeshAgent.__SetDestination__UnityEngineVector3__SystemBoolean

SystemBoolean SetDestination(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__SetPath__UnityEngineAINavMeshPath__SystemBoolean

SystemBoolean SetPath(UnityEngineAINavMeshPath);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineAINavMeshPath), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemString)

UnityEngineAINavMeshAgent.__Warp__UnityEngineVector3__SystemBoolean

SystemBoolean Warp(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_acceleration__SystemSingle

SystemSingle get_acceleration();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_agentTypeID__SystemInt32

SystemInt32 get_agentTypeID();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemInt32)

UnityEngineAINavMeshAgent.__get_angularSpeed__SystemSingle

SystemSingle get_angularSpeed();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_areaMask__SystemInt32

SystemInt32 get_areaMask();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemInt32)

UnityEngineAINavMeshAgent.__get_autoBraking__SystemBoolean

SystemBoolean get_autoBraking();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_autoRepath__SystemBoolean

SystemBoolean get_autoRepath();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

SystemBoolean get_autoTraverseOffMeshLink();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_avoidancePriority__SystemInt32

SystemInt32 get_avoidancePriority();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemInt32)

UnityEngineAINavMeshAgent.__get_baseOffset__SystemSingle

SystemSingle get_baseOffset();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_currentOffMeshLinkData__UnityEngineAIOffMeshLinkData

UnityEngineAIOffMeshLinkData get_currentOffMeshLinkData();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineAIOffMeshLinkData)

UnityEngineAINavMeshAgent.__get_desiredVelocity__UnityEngineVector3

UnityEngineVector3 get_desiredVelocity();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineVector3)

UnityEngineAINavMeshAgent.__get_destination__UnityEngineVector3

UnityEngineVector3 get_destination();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineVector3)

UnityEngineAINavMeshAgent.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineGameObject)

UnityEngineAINavMeshAgent.__get_hasPath__SystemBoolean

SystemBoolean get_hasPath();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_height__SystemSingle

SystemSingle get_height();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_isOnNavMesh__SystemBoolean

SystemBoolean get_isOnNavMesh();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

SystemBoolean get_isOnOffMeshLink();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_isPathStale__SystemBoolean

SystemBoolean get_isPathStale();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_isStopped__SystemBoolean

SystemBoolean get_isStopped();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemString)

UnityEngineAINavMeshAgent.__get_navMeshOwner__UnityEngineObject

UnityEngineObject get_navMeshOwner();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineObject)

UnityEngineAINavMeshAgent.__get_nextOffMeshLinkData__UnityEngineAIOffMeshLinkData

UnityEngineAIOffMeshLinkData get_nextOffMeshLinkData();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineAIOffMeshLinkData)

UnityEngineAINavMeshAgent.__get_nextPosition__UnityEngineVector3

UnityEngineVector3 get_nextPosition();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineVector3)

UnityEngineAINavMeshAgent.__get_obstacleAvoidanceType__UnityEngineAIObstacleAvoidanceType

UnityEngineAIObstacleAvoidanceType get_obstacleAvoidanceType();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineAIObstacleAvoidanceType)

UnityEngineAINavMeshAgent.__get_pathEndPosition__UnityEngineVector3

UnityEngineVector3 get_pathEndPosition();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineVector3)

UnityEngineAINavMeshAgent.__get_pathPending__SystemBoolean

SystemBoolean get_pathPending();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_pathStatus__UnityEngineAINavMeshPathStatus

UnityEngineAINavMeshPathStatus get_pathStatus();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineAINavMeshPathStatus)

UnityEngineAINavMeshAgent.__get_path__UnityEngineAINavMeshPath

UnityEngineAINavMeshPath get_path();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineAINavMeshPath)

UnityEngineAINavMeshAgent.__get_radius__SystemSingle

SystemSingle get_radius();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_remainingDistance__SystemSingle

SystemSingle get_remainingDistance();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_speed__SystemSingle

SystemSingle get_speed();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_steeringTarget__UnityEngineVector3

UnityEngineVector3 get_steeringTarget();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineVector3)

UnityEngineAINavMeshAgent.__get_stoppingDistance__SystemSingle

SystemSingle get_stoppingDistance();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemSingle)

UnityEngineAINavMeshAgent.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineTransform)

UnityEngineAINavMeshAgent.__get_updatePosition__SystemBoolean

SystemBoolean get_updatePosition();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_updateRotation__SystemBoolean

SystemBoolean get_updateRotation();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_updateUpAxis__SystemBoolean

SystemBoolean get_updateUpAxis();

Raw: In(UnityEngineAINavMeshAgent), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__get_velocity__UnityEngineVector3

UnityEngineVector3 get_velocity();

Raw: In(UnityEngineAINavMeshAgent), Out(UnityEngineVector3)

UnityEngineAINavMeshAgent.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshAgent.__set_acceleration__SystemSingle__SystemVoid

void set_acceleration(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_agentTypeID__SystemInt32__SystemVoid

void set_agentTypeID(SystemInt32);

Raw: In(UnityEngineAINavMeshAgent), In(SystemInt32)

UnityEngineAINavMeshAgent.__set_angularSpeed__SystemSingle__SystemVoid

void set_angularSpeed(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_areaMask__SystemInt32__SystemVoid

void set_areaMask(SystemInt32);

Raw: In(UnityEngineAINavMeshAgent), In(SystemInt32)

UnityEngineAINavMeshAgent.__set_autoBraking__SystemBoolean__SystemVoid

void set_autoBraking(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_autoRepath__SystemBoolean__SystemVoid

void set_autoRepath(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

void set_autoTraverseOffMeshLink(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_avoidancePriority__SystemInt32__SystemVoid

void set_avoidancePriority(SystemInt32);

Raw: In(UnityEngineAINavMeshAgent), In(SystemInt32)

UnityEngineAINavMeshAgent.__set_baseOffset__SystemSingle__SystemVoid

void set_baseOffset(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_destination__UnityEngineVector3__SystemVoid

void set_destination(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3)

UnityEngineAINavMeshAgent.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_height__SystemSingle__SystemVoid

void set_height(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_isStopped__SystemBoolean__SystemVoid

void set_isStopped(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAINavMeshAgent), In(SystemString)

UnityEngineAINavMeshAgent.__set_nextPosition__UnityEngineVector3__SystemVoid

void set_nextPosition(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3)

UnityEngineAINavMeshAgent.__set_obstacleAvoidanceType__UnityEngineAIObstacleAvoidanceType__SystemVoid

void set_obstacleAvoidanceType(UnityEngineAIObstacleAvoidanceType);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineAIObstacleAvoidanceType)

UnityEngineAINavMeshAgent.__set_path__UnityEngineAINavMeshPath__SystemVoid

void set_path(UnityEngineAINavMeshPath);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineAINavMeshPath)

UnityEngineAINavMeshAgent.__set_radius__SystemSingle__SystemVoid

void set_radius(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_speed__SystemSingle__SystemVoid

void set_speed(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_stoppingDistance__SystemSingle__SystemVoid

void set_stoppingDistance(SystemSingle);

Raw: In(UnityEngineAINavMeshAgent), In(SystemSingle)

UnityEngineAINavMeshAgent.__set_updatePosition__SystemBoolean__SystemVoid

void set_updatePosition(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_updateRotation__SystemBoolean__SystemVoid

void set_updateRotation(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_updateUpAxis__SystemBoolean__SystemVoid

void set_updateUpAxis(SystemBoolean);

Raw: In(UnityEngineAINavMeshAgent), In(SystemBoolean)

UnityEngineAINavMeshAgent.__set_velocity__UnityEngineVector3__SystemVoid

void set_velocity(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshAgent), In(UnityEngineVector3)

Struct UnityEngineAINavMeshBuildDebugSettings

back to assembly

Struct UnityEngineAINavMeshBuildSettings

back to assembly

to array type

UnityEngineAINavMeshBuildSettings.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemInt32)

UnityEngineAINavMeshBuildSettings.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemType)

UnityEngineAINavMeshBuildSettings.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemString)

UnityEngineAINavMeshBuildSettings.__ValidationReport__UnityEngineBounds__SystemStringArray

SystemStringArray ValidationReport(UnityEngineBounds);

Raw: In(UnityEngineAINavMeshBuildSettings), In(UnityEngineBounds), Out(SystemStringArray)

UnityEngineAINavMeshBuildSettings.__get_agentClimb__SystemSingle

SystemSingle get_agentClimb();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_agentHeight__SystemSingle

SystemSingle get_agentHeight();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_agentRadius__SystemSingle

SystemSingle get_agentRadius();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_agentSlope__SystemSingle

SystemSingle get_agentSlope();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_agentTypeID__SystemInt32

SystemInt32 get_agentTypeID();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemInt32)

UnityEngineAINavMeshBuildSettings.__get_buildHeightMesh__SystemBoolean

SystemBoolean get_buildHeightMesh();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__get_debug__UnityEngineAINavMeshBuildDebugSettings

UnityEngineAINavMeshBuildDebugSettings get_debug();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(UnityEngineAINavMeshBuildDebugSettings)

UnityEngineAINavMeshBuildSettings.__get_ledgeDropHeight__SystemSingle

SystemSingle get_ledgeDropHeight();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_maxJumpAcrossDistance__SystemSingle

SystemSingle get_maxJumpAcrossDistance();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_minRegionArea__SystemSingle

SystemSingle get_minRegionArea();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__get_overrideTileSize__SystemBoolean

SystemBoolean get_overrideTileSize();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__get_overrideVoxelSize__SystemBoolean

SystemBoolean get_overrideVoxelSize();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__get_preserveTilesOutsideBounds__SystemBoolean

SystemBoolean get_preserveTilesOutsideBounds();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__get_tileSize__SystemInt32

SystemInt32 get_tileSize();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemInt32)

UnityEngineAINavMeshBuildSettings.__get_voxelSize__SystemSingle

SystemSingle get_voxelSize();

Raw: In(UnityEngineAINavMeshBuildSettings), Out(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_agentClimb__SystemSingle__SystemVoid

void set_agentClimb(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_agentHeight__SystemSingle__SystemVoid

void set_agentHeight(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_agentRadius__SystemSingle__SystemVoid

void set_agentRadius(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_agentSlope__SystemSingle__SystemVoid

void set_agentSlope(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_agentTypeID__SystemInt32__SystemVoid

void set_agentTypeID(SystemInt32);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemInt32)

UnityEngineAINavMeshBuildSettings.__set_buildHeightMesh__SystemBoolean__SystemVoid

void set_buildHeightMesh(SystemBoolean);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__set_debug__UnityEngineAINavMeshBuildDebugSettings__SystemVoid

void set_debug(UnityEngineAINavMeshBuildDebugSettings);

Raw: In(UnityEngineAINavMeshBuildSettings), In(UnityEngineAINavMeshBuildDebugSettings)

UnityEngineAINavMeshBuildSettings.__set_ledgeDropHeight__SystemSingle__SystemVoid

void set_ledgeDropHeight(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_maxJumpAcrossDistance__SystemSingle__SystemVoid

void set_maxJumpAcrossDistance(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_minRegionArea__SystemSingle__SystemVoid

void set_minRegionArea(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

UnityEngineAINavMeshBuildSettings.__set_overrideTileSize__SystemBoolean__SystemVoid

void set_overrideTileSize(SystemBoolean);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__set_overrideVoxelSize__SystemBoolean__SystemVoid

void set_overrideVoxelSize(SystemBoolean);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__set_preserveTilesOutsideBounds__SystemBoolean__SystemVoid

void set_preserveTilesOutsideBounds(SystemBoolean);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemBoolean)

UnityEngineAINavMeshBuildSettings.__set_tileSize__SystemInt32__SystemVoid

void set_tileSize(SystemInt32);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemInt32)

UnityEngineAINavMeshBuildSettings.__set_voxelSize__SystemSingle__SystemVoid

void set_voxelSize(SystemSingle);

Raw: In(UnityEngineAINavMeshBuildSettings), In(SystemSingle)

Enum UnityEngineAINavMeshCollectGeometry

back to assembly

Enum values:

  • PhysicsColliders = 1
  • RenderMeshes = 0

UnityEngineAINavMeshCollectGeometry.__CompareTo__SystemObject__SystemInt32

SystemInt32 CompareTo(SystemObject);

Raw: In(UnityEngineAINavMeshCollectGeometry), In(SystemObject), Out(SystemInt32)

UnityEngineAINavMeshCollectGeometry.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshCollectGeometry), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshCollectGeometry.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshCollectGeometry), Out(SystemInt32)

UnityEngineAINavMeshCollectGeometry.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshCollectGeometry), Out(SystemType)

UnityEngineAINavMeshCollectGeometry.__HasFlag__SystemEnum__SystemBoolean

SystemBoolean HasFlag(SystemEnum);

Raw: In(UnityEngineAINavMeshCollectGeometry), In(SystemEnum), Out(SystemBoolean)

UnityEngineAINavMeshCollectGeometry.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshCollectGeometry), Out(SystemString)

UnityEngineAINavMeshCollectGeometry.__ToString__SystemString__SystemString

SystemString ToString(SystemString);

Raw: In(UnityEngineAINavMeshCollectGeometry), In(SystemString), Out(SystemString)

UnityEngineAINavMeshCollectGeometry.__get_PhysicsColliders__UnityEngineAINavMeshCollectGeometry

static UnityEngineAINavMeshCollectGeometry get_PhysicsColliders();

Raw: Out(UnityEngineAINavMeshCollectGeometry)

UnityEngineAINavMeshCollectGeometry.__get_RenderMeshes__UnityEngineAINavMeshCollectGeometry

static UnityEngineAINavMeshCollectGeometry get_RenderMeshes();

Raw: Out(UnityEngineAINavMeshCollectGeometry)

Object UnityEngineAINavMeshData

back to assembly

to array type

UnityEngineAINavMeshData.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshData), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshData.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshData), Out(SystemInt32)

UnityEngineAINavMeshData.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAINavMeshData), Out(SystemInt32)

UnityEngineAINavMeshData.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshData), Out(SystemType)

UnityEngineAINavMeshData.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshData), Out(SystemString)

UnityEngineAINavMeshData.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAINavMeshData), Out(SystemString)

UnityEngineAINavMeshData.__get_position__UnityEngineVector3

UnityEngineVector3 get_position();

Raw: In(UnityEngineAINavMeshData), Out(UnityEngineVector3)

UnityEngineAINavMeshData.__get_rotation__UnityEngineQuaternion

UnityEngineQuaternion get_rotation();

Raw: In(UnityEngineAINavMeshData), Out(UnityEngineQuaternion)

UnityEngineAINavMeshData.__get_sourceBounds__UnityEngineBounds

UnityEngineBounds get_sourceBounds();

Raw: In(UnityEngineAINavMeshData), Out(UnityEngineBounds)

UnityEngineAINavMeshData.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshData.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshData.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshData.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAINavMeshData), In(SystemString)

UnityEngineAINavMeshData.__set_position__UnityEngineVector3__SystemVoid

void set_position(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshData), In(UnityEngineVector3)

UnityEngineAINavMeshData.__set_rotation__UnityEngineQuaternion__SystemVoid

void set_rotation(UnityEngineQuaternion);

Raw: In(UnityEngineAINavMeshData), In(UnityEngineQuaternion)

Struct UnityEngineAINavMeshDataInstance

back to assembly

to array type

UnityEngineAINavMeshDataInstance.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshDataInstance), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshDataInstance.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshDataInstance), Out(SystemInt32)

UnityEngineAINavMeshDataInstance.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshDataInstance), Out(SystemType)

UnityEngineAINavMeshDataInstance.__Remove__SystemVoid

void Remove();

Raw: In(UnityEngineAINavMeshDataInstance)

UnityEngineAINavMeshDataInstance.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshDataInstance), Out(SystemString)

UnityEngineAINavMeshDataInstance.__get_owner__UnityEngineObject

UnityEngineObject get_owner();

Raw: In(UnityEngineAINavMeshDataInstance), Out(UnityEngineObject)

UnityEngineAINavMeshDataInstance.__get_valid__SystemBoolean

SystemBoolean get_valid();

Raw: In(UnityEngineAINavMeshDataInstance), Out(SystemBoolean)

UnityEngineAINavMeshDataInstance.__set_owner__UnityEngineObject__SystemVoid

void set_owner(UnityEngineObject);

Raw: In(UnityEngineAINavMeshDataInstance), In(UnityEngineObject)

Struct UnityEngineAINavMeshHit

back to assembly

to array type

UnityEngineAINavMeshHit.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshHit), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshHit.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshHit), Out(SystemInt32)

UnityEngineAINavMeshHit.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshHit), Out(SystemType)

UnityEngineAINavMeshHit.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshHit), Out(SystemString)

UnityEngineAINavMeshHit.__get_distance__SystemSingle

SystemSingle get_distance();

Raw: In(UnityEngineAINavMeshHit), Out(SystemSingle)

UnityEngineAINavMeshHit.__get_hit__SystemBoolean

SystemBoolean get_hit();

Raw: In(UnityEngineAINavMeshHit), Out(SystemBoolean)

UnityEngineAINavMeshHit.__get_mask__SystemInt32

SystemInt32 get_mask();

Raw: In(UnityEngineAINavMeshHit), Out(SystemInt32)

UnityEngineAINavMeshHit.__get_normal__UnityEngineVector3

UnityEngineVector3 get_normal();

Raw: In(UnityEngineAINavMeshHit), Out(UnityEngineVector3)

UnityEngineAINavMeshHit.__get_position__UnityEngineVector3

UnityEngineVector3 get_position();

Raw: In(UnityEngineAINavMeshHit), Out(UnityEngineVector3)

UnityEngineAINavMeshHit.__set_distance__SystemSingle__SystemVoid

void set_distance(SystemSingle);

Raw: In(UnityEngineAINavMeshHit), In(SystemSingle)

UnityEngineAINavMeshHit.__set_hit__SystemBoolean__SystemVoid

void set_hit(SystemBoolean);

Raw: In(UnityEngineAINavMeshHit), In(SystemBoolean)

UnityEngineAINavMeshHit.__set_mask__SystemInt32__SystemVoid

void set_mask(SystemInt32);

Raw: In(UnityEngineAINavMeshHit), In(SystemInt32)

UnityEngineAINavMeshHit.__set_normal__UnityEngineVector3__SystemVoid

void set_normal(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshHit), In(UnityEngineVector3)

UnityEngineAINavMeshHit.__set_position__UnityEngineVector3__SystemVoid

void set_position(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshHit), In(UnityEngineVector3)

Struct UnityEngineAINavMeshLinkData

back to assembly

to array type

UnityEngineAINavMeshLinkData.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshLinkData), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshLinkData.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemInt32)

UnityEngineAINavMeshLinkData.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemType)

UnityEngineAINavMeshLinkData.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemString)

UnityEngineAINavMeshLinkData.__get_agentTypeID__SystemInt32

SystemInt32 get_agentTypeID();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemInt32)

UnityEngineAINavMeshLinkData.__get_area__SystemInt32

SystemInt32 get_area();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemInt32)

UnityEngineAINavMeshLinkData.__get_bidirectional__SystemBoolean

SystemBoolean get_bidirectional();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemBoolean)

UnityEngineAINavMeshLinkData.__get_costModifier__SystemSingle

SystemSingle get_costModifier();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemSingle)

UnityEngineAINavMeshLinkData.__get_endPosition__UnityEngineVector3

UnityEngineVector3 get_endPosition();

Raw: In(UnityEngineAINavMeshLinkData), Out(UnityEngineVector3)

UnityEngineAINavMeshLinkData.__get_startPosition__UnityEngineVector3

UnityEngineVector3 get_startPosition();

Raw: In(UnityEngineAINavMeshLinkData), Out(UnityEngineVector3)

UnityEngineAINavMeshLinkData.__get_width__SystemSingle

SystemSingle get_width();

Raw: In(UnityEngineAINavMeshLinkData), Out(SystemSingle)

UnityEngineAINavMeshLinkData.__set_agentTypeID__SystemInt32__SystemVoid

void set_agentTypeID(SystemInt32);

Raw: In(UnityEngineAINavMeshLinkData), In(SystemInt32)

UnityEngineAINavMeshLinkData.__set_area__SystemInt32__SystemVoid

void set_area(SystemInt32);

Raw: In(UnityEngineAINavMeshLinkData), In(SystemInt32)

UnityEngineAINavMeshLinkData.__set_bidirectional__SystemBoolean__SystemVoid

void set_bidirectional(SystemBoolean);

Raw: In(UnityEngineAINavMeshLinkData), In(SystemBoolean)

UnityEngineAINavMeshLinkData.__set_costModifier__SystemSingle__SystemVoid

void set_costModifier(SystemSingle);

Raw: In(UnityEngineAINavMeshLinkData), In(SystemSingle)

UnityEngineAINavMeshLinkData.__set_endPosition__UnityEngineVector3__SystemVoid

void set_endPosition(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshLinkData), In(UnityEngineVector3)

UnityEngineAINavMeshLinkData.__set_startPosition__UnityEngineVector3__SystemVoid

void set_startPosition(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshLinkData), In(UnityEngineVector3)

UnityEngineAINavMeshLinkData.__set_width__SystemSingle__SystemVoid

void set_width(SystemSingle);

Raw: In(UnityEngineAINavMeshLinkData), In(SystemSingle)

Struct UnityEngineAINavMeshLinkInstance

back to assembly

to array type

UnityEngineAINavMeshLinkInstance.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshLinkInstance), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshLinkInstance.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshLinkInstance), Out(SystemInt32)

UnityEngineAINavMeshLinkInstance.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshLinkInstance), Out(SystemType)

UnityEngineAINavMeshLinkInstance.__Remove__SystemVoid

void Remove();

Raw: In(UnityEngineAINavMeshLinkInstance)

UnityEngineAINavMeshLinkInstance.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshLinkInstance), Out(SystemString)

UnityEngineAINavMeshLinkInstance.__get_owner__UnityEngineObject

UnityEngineObject get_owner();

Raw: In(UnityEngineAINavMeshLinkInstance), Out(UnityEngineObject)

UnityEngineAINavMeshLinkInstance.__get_valid__SystemBoolean

SystemBoolean get_valid();

Raw: In(UnityEngineAINavMeshLinkInstance), Out(SystemBoolean)

UnityEngineAINavMeshLinkInstance.__set_owner__UnityEngineObject__SystemVoid

void set_owner(UnityEngineObject);

Raw: In(UnityEngineAINavMeshLinkInstance), In(UnityEngineObject)

Object UnityEngineAINavMeshObstacle

back to assembly

to array type

UnityEngineAINavMeshObstacle.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__GetComponentInChildren__SystemBoolean__T

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponentInChildren__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponentInChildren__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponentInChildren__T

T GetComponentInChildren<T>();

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponentInParent__SystemBoolean__T

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponentInParent__SystemType_SystemBoolean__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponentInParent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponentInParent__T

T GetComponentInParent<T>();

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponent__SystemString__UnityEngineComponent

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemString), Out(UnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponent__SystemType__UnityEngineComponent

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponent__T

T GetComponent<T>();

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponentsInChildren__ListT__SystemVoid

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAINavMeshObstacle.__GetComponentsInChildren__SystemBoolean_ListT__SystemVoid

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponentsInChildren__SystemBoolean__TArray

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshObstacle.__GetComponentsInChildren__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAINavMeshObstacle.__GetComponentsInChildren__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAINavMeshObstacle.__GetComponentsInChildren__TArray

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshObstacle.__GetComponentsInParent__SystemBoolean_ListT__SystemVoid

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

UnityEngineAINavMeshObstacle.__GetComponentsInParent__SystemBoolean__TArray

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshObstacle.__GetComponentsInParent__SystemType_SystemBoolean__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineAINavMeshObstacle.__GetComponentsInParent__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAINavMeshObstacle.__GetComponentsInParent__TArray

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshObstacle.__GetComponents__ListT__SystemVoid

void GetComponents<T>(ListT);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

UnityEngineAINavMeshObstacle.__GetComponents__SystemType_SystemCollectionsGenericListUnityEngineComponent__SystemVoid

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineAINavMeshObstacle.__GetComponents__SystemType__UnityEngineComponentArray

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineComponentArray)

UnityEngineAINavMeshObstacle.__GetComponents__TArray

TArray GetComponents<T>();

Raw: In(UnityEngineAINavMeshObstacle), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineAINavMeshObstacle.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemInt32)

UnityEngineAINavMeshObstacle.__GetInstanceID__SystemInt32

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemInt32)

UnityEngineAINavMeshObstacle.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemType)

UnityEngineAINavMeshObstacle.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemString)

UnityEngineAINavMeshObstacle.__get_carveOnlyStationary__SystemBoolean

SystemBoolean get_carveOnlyStationary();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__get_carvingMoveThreshold__SystemSingle

SystemSingle get_carvingMoveThreshold();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemSingle)

UnityEngineAINavMeshObstacle.__get_carvingTimeToStationary__SystemSingle

SystemSingle get_carvingTimeToStationary();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemSingle)

UnityEngineAINavMeshObstacle.__get_carving__SystemBoolean

SystemBoolean get_carving();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__get_center__UnityEngineVector3

UnityEngineVector3 get_center();

Raw: In(UnityEngineAINavMeshObstacle), Out(UnityEngineVector3)

UnityEngineAINavMeshObstacle.__get_enabled__SystemBoolean

SystemBoolean get_enabled();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__get_gameObject__UnityEngineGameObject

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAINavMeshObstacle), Out(UnityEngineGameObject)

UnityEngineAINavMeshObstacle.__get_height__SystemSingle

SystemSingle get_height();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemSingle)

UnityEngineAINavMeshObstacle.__get_isActiveAndEnabled__SystemBoolean

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__get_name__SystemString

SystemString get_name();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemString)

UnityEngineAINavMeshObstacle.__get_radius__SystemSingle

SystemSingle get_radius();

Raw: In(UnityEngineAINavMeshObstacle), Out(SystemSingle)

UnityEngineAINavMeshObstacle.__get_shape__UnityEngineAINavMeshObstacleShape

UnityEngineAINavMeshObstacleShape get_shape();

Raw: In(UnityEngineAINavMeshObstacle), Out(UnityEngineAINavMeshObstacleShape)

UnityEngineAINavMeshObstacle.__get_size__UnityEngineVector3

UnityEngineVector3 get_size();

Raw: In(UnityEngineAINavMeshObstacle), Out(UnityEngineVector3)

UnityEngineAINavMeshObstacle.__get_transform__UnityEngineTransform

UnityEngineTransform get_transform();

Raw: In(UnityEngineAINavMeshObstacle), Out(UnityEngineTransform)

UnityEngineAINavMeshObstacle.__get_velocity__UnityEngineVector3

UnityEngineVector3 get_velocity();

Raw: In(UnityEngineAINavMeshObstacle), Out(UnityEngineVector3)

UnityEngineAINavMeshObstacle.__op_Equality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__op_Implicit__UnityEngineObject__SystemBoolean

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__op_Inequality__UnityEngineObject_UnityEngineObject__SystemBoolean

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

UnityEngineAINavMeshObstacle.__set_carveOnlyStationary__SystemBoolean__SystemVoid

void set_carveOnlyStationary(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean)

UnityEngineAINavMeshObstacle.__set_carvingMoveThreshold__SystemSingle__SystemVoid

void set_carvingMoveThreshold(SystemSingle);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemSingle)

UnityEngineAINavMeshObstacle.__set_carvingTimeToStationary__SystemSingle__SystemVoid

void set_carvingTimeToStationary(SystemSingle);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemSingle)

UnityEngineAINavMeshObstacle.__set_carving__SystemBoolean__SystemVoid

void set_carving(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean)

UnityEngineAINavMeshObstacle.__set_center__UnityEngineVector3__SystemVoid

void set_center(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshObstacle), In(UnityEngineVector3)

UnityEngineAINavMeshObstacle.__set_enabled__SystemBoolean__SystemVoid

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemBoolean)

UnityEngineAINavMeshObstacle.__set_height__SystemSingle__SystemVoid

void set_height(SystemSingle);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemSingle)

UnityEngineAINavMeshObstacle.__set_name__SystemString__SystemVoid

void set_name(SystemString);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemString)

UnityEngineAINavMeshObstacle.__set_radius__SystemSingle__SystemVoid

void set_radius(SystemSingle);

Raw: In(UnityEngineAINavMeshObstacle), In(SystemSingle)

UnityEngineAINavMeshObstacle.__set_shape__UnityEngineAINavMeshObstacleShape__SystemVoid

void set_shape(UnityEngineAINavMeshObstacleShape);

Raw: In(UnityEngineAINavMeshObstacle), In(UnityEngineAINavMeshObstacleShape)

UnityEngineAINavMeshObstacle.__set_size__UnityEngineVector3__SystemVoid

void set_size(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshObstacle), In(UnityEngineVector3)

UnityEngineAINavMeshObstacle.__set_velocity__UnityEngineVector3__SystemVoid

void set_velocity(UnityEngineVector3);

Raw: In(UnityEngineAINavMeshObstacle), In(UnityEngineVector3)

Enum UnityEngineAINavMeshObstacleShape

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Enum values:

  • Box = 1
  • Capsule = 0

Object UnityEngineAINavMeshPath

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to array type

UnityEngineAINavMeshPath.__ClearCorners__SystemVoid

void ClearCorners();

Raw: In(UnityEngineAINavMeshPath)

UnityEngineAINavMeshPath.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshPath), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshPath.__GetCornersNonAlloc__UnityEngineVector3Array__SystemInt32

SystemInt32 GetCornersNonAlloc(ref UnityEngineVector3Array);

Raw: In(UnityEngineAINavMeshPath), InOut(UnityEngineVector3Array), Out(SystemInt32)

UnityEngineAINavMeshPath.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshPath), Out(SystemInt32)

UnityEngineAINavMeshPath.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshPath), Out(SystemType)

UnityEngineAINavMeshPath.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshPath), Out(SystemString)

UnityEngineAINavMeshPath.__ctor____UnityEngineAINavMeshPath

static UnityEngineAINavMeshPath ctor();

Raw: Out(UnityEngineAINavMeshPath)

UnityEngineAINavMeshPath.__get_corners__UnityEngineVector3Array

UnityEngineVector3Array get_corners();

Raw: In(UnityEngineAINavMeshPath), Out(UnityEngineVector3Array)

UnityEngineAINavMeshPath.__get_status__UnityEngineAINavMeshPathStatus

UnityEngineAINavMeshPathStatus get_status();

Raw: In(UnityEngineAINavMeshPath), Out(UnityEngineAINavMeshPathStatus)

Enum UnityEngineAINavMeshPathStatus

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Enum values:

  • PathComplete = 0
  • PathInvalid = 2
  • PathPartial = 1

Struct UnityEngineAINavMeshQueryFilter

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to array type

UnityEngineAINavMeshQueryFilter.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshQueryFilter), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshQueryFilter.__GetAreaCost__SystemInt32__SystemSingle

SystemSingle GetAreaCost(SystemInt32);

Raw: In(UnityEngineAINavMeshQueryFilter), In(SystemInt32), Out(SystemSingle)

UnityEngineAINavMeshQueryFilter.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshQueryFilter), Out(SystemInt32)

UnityEngineAINavMeshQueryFilter.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshQueryFilter), Out(SystemType)

UnityEngineAINavMeshQueryFilter.__SetAreaCost__SystemInt32_SystemSingle__SystemVoid

void SetAreaCost(SystemInt32, SystemSingle);

Raw: In(UnityEngineAINavMeshQueryFilter), In(SystemInt32), In(SystemSingle)

UnityEngineAINavMeshQueryFilter.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshQueryFilter), Out(SystemString)

UnityEngineAINavMeshQueryFilter.__get_agentTypeID__SystemInt32

SystemInt32 get_agentTypeID();

Raw: In(UnityEngineAINavMeshQueryFilter), Out(SystemInt32)

UnityEngineAINavMeshQueryFilter.__get_areaMask__SystemInt32

SystemInt32 get_areaMask();

Raw: In(UnityEngineAINavMeshQueryFilter), Out(SystemInt32)

UnityEngineAINavMeshQueryFilter.__set_agentTypeID__SystemInt32__SystemVoid

void set_agentTypeID(SystemInt32);

Raw: In(UnityEngineAINavMeshQueryFilter), In(SystemInt32)

UnityEngineAINavMeshQueryFilter.__set_areaMask__SystemInt32__SystemVoid

void set_areaMask(SystemInt32);

Raw: In(UnityEngineAINavMeshQueryFilter), In(SystemInt32)

Struct UnityEngineAINavMeshTriangulation

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to array type

UnityEngineAINavMeshTriangulation.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAINavMeshTriangulation), In(SystemObject), Out(SystemBoolean)

UnityEngineAINavMeshTriangulation.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAINavMeshTriangulation), Out(SystemInt32)

UnityEngineAINavMeshTriangulation.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAINavMeshTriangulation), Out(SystemType)

UnityEngineAINavMeshTriangulation.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAINavMeshTriangulation), Out(SystemString)

UnityEngineAINavMeshTriangulation.__get_areas__SystemInt32Array

SystemInt32Array get_areas();

Raw: In(UnityEngineAINavMeshTriangulation), Out(SystemInt32Array)

UnityEngineAINavMeshTriangulation.__get_indices__SystemInt32Array

SystemInt32Array get_indices();

Raw: In(UnityEngineAINavMeshTriangulation), Out(SystemInt32Array)

UnityEngineAINavMeshTriangulation.__get_vertices__UnityEngineVector3Array

UnityEngineVector3Array get_vertices();

Raw: In(UnityEngineAINavMeshTriangulation), Out(UnityEngineVector3Array)

UnityEngineAINavMeshTriangulation.__set_areas__SystemInt32Array

SystemInt32Array set_areas();

Raw: In(UnityEngineAINavMeshTriangulation), In(SystemInt32Array)

UnityEngineAINavMeshTriangulation.__set_indices__SystemInt32Array

SystemInt32Array set_indices();

Raw: In(UnityEngineAINavMeshTriangulation), In(SystemInt32Array)

UnityEngineAINavMeshTriangulation.__set_vertices__UnityEngineVector3Array

UnityEngineVector3Array set_vertices();

Raw: In(UnityEngineAINavMeshTriangulation), In(UnityEngineVector3Array)

Enum UnityEngineAIObstacleAvoidanceType

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Enum values:

  • GoodQualityObstacleAvoidance = 3
  • HighQualityObstacleAvoidance = 4
  • LowQualityObstacleAvoidance = 1
  • MedQualityObstacleAvoidance = 2
  • NoObstacleAvoidance = 0

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to array type

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAIOffMeshLink), In(SystemObject), Out(SystemBoolean)

T GetComponentInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineComponent GetComponentInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineComponent GetComponentInChildren(SystemType);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineComponent)

T GetComponentInChildren<T>();

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineObject)

T GetComponentInParent<T>(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean), In(SystemType), Out(UnityEngineObject)

UnityEngineComponent GetComponentInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), In(SystemBoolean), Out(UnityEngineComponent)

UnityEngineComponent GetComponentInParent(SystemType);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineComponent)

T GetComponentInParent<T>();

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineObject)

UnityEngineComponent GetComponent(SystemString);

Raw: In(UnityEngineAIOffMeshLink), In(SystemString), Out(UnityEngineComponent)

UnityEngineComponent GetComponent(SystemType);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineComponent)

T GetComponent<T>();

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineObject)

void GetComponentsInChildren<T>(ListT);

Raw: In(UnityEngineAIOffMeshLink), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

void GetComponentsInChildren(SystemBoolean, ListT);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

TArray GetComponentsInChildren<T>(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineComponentArray GetComponentsInChildren(SystemType, SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineComponentArray GetComponentsInChildren(SystemType);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineComponentArray)

TArray GetComponentsInChildren<T>();

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineObjectArray)

void GetComponentsInParent(SystemBoolean, ListT);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean), In(SystemCollectionsGenericListUnityEngineObject)

TArray GetComponentsInParent<T>(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean), In(SystemType), Out(UnityEngineObjectArray)

UnityEngineComponentArray GetComponentsInParent(SystemType, SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), In(SystemBoolean), Out(UnityEngineComponentArray)

UnityEngineComponentArray GetComponentsInParent(SystemType);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineComponentArray)

TArray GetComponentsInParent<T>();

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineObjectArray)

void GetComponents<T>(ListT);

Raw: In(UnityEngineAIOffMeshLink), In(SystemCollectionsGenericListUnityEngineObject), In(SystemType)

void GetComponents(SystemType, SystemCollectionsGenericListUnityEngineComponent);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), In(SystemCollectionsGenericListUnityEngineComponent)

UnityEngineComponentArray GetComponents(SystemType);

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineComponentArray)

TArray GetComponents<T>();

Raw: In(UnityEngineAIOffMeshLink), In(SystemType), Out(UnityEngineObjectArray)

SystemInt32 GetHashCode();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemInt32)

SystemInt32 GetInstanceID();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemInt32)

SystemType GetType();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemType)

SystemString ToString();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemString)

void UpdatePositions();

Raw: In(UnityEngineAIOffMeshLink)

SystemBoolean get_activated();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemBoolean)

SystemInt32 get_area();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemInt32)

SystemBoolean get_autoUpdatePositions();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemBoolean)

SystemBoolean get_biDirectional();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemBoolean)

SystemSingle get_costOverride();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemSingle)

SystemBoolean get_enabled();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemBoolean)

UnityEngineTransform get_endTransform();

Raw: In(UnityEngineAIOffMeshLink), Out(UnityEngineTransform)

UnityEngineGameObject get_gameObject();

Raw: In(UnityEngineAIOffMeshLink), Out(UnityEngineGameObject)

SystemBoolean get_isActiveAndEnabled();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemBoolean)

SystemString get_name();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemString)

SystemBoolean get_occupied();

Raw: In(UnityEngineAIOffMeshLink), Out(SystemBoolean)

UnityEngineTransform get_startTransform();

Raw: In(UnityEngineAIOffMeshLink), Out(UnityEngineTransform)

UnityEngineTransform get_transform();

Raw: In(UnityEngineAIOffMeshLink), Out(UnityEngineTransform)

static SystemBoolean op_Equality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

static SystemBoolean op_Implicit(UnityEngineObject);

Raw: In(UnityEngineObject), Out(SystemBoolean)

static SystemBoolean op_Inequality(UnityEngineObject, UnityEngineObject);

Raw: In(UnityEngineObject), In(UnityEngineObject), Out(SystemBoolean)

void set_activated(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean)

void set_area(SystemInt32);

Raw: In(UnityEngineAIOffMeshLink), In(SystemInt32)

void set_autoUpdatePositions(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean)

void set_biDirectional(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean)

void set_costOverride(SystemSingle);

Raw: In(UnityEngineAIOffMeshLink), In(SystemSingle)

void set_enabled(SystemBoolean);

Raw: In(UnityEngineAIOffMeshLink), In(SystemBoolean)

void set_endTransform(UnityEngineTransform);

Raw: In(UnityEngineAIOffMeshLink), In(UnityEngineTransform)

void set_name(SystemString);

Raw: In(UnityEngineAIOffMeshLink), In(SystemString)

void set_startTransform(UnityEngineTransform);

Raw: In(UnityEngineAIOffMeshLink), In(UnityEngineTransform)

Struct UnityEngineAIOffMeshLinkData

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to array type

UnityEngineAIOffMeshLinkData.__Equals__SystemObject__SystemBoolean

SystemBoolean Equals(SystemObject);

Raw: In(UnityEngineAIOffMeshLinkData), In(SystemObject), Out(SystemBoolean)

UnityEngineAIOffMeshLinkData.__GetHashCode__SystemInt32

SystemInt32 GetHashCode();

Raw: In(UnityEngineAIOffMeshLinkData), Out(SystemInt32)

UnityEngineAIOffMeshLinkData.__GetType__SystemType

SystemType GetType();

Raw: In(UnityEngineAIOffMeshLinkData), Out(SystemType)

UnityEngineAIOffMeshLinkData.__ToString__SystemString

SystemString ToString();

Raw: In(UnityEngineAIOffMeshLinkData), Out(SystemString)

UnityEngineAIOffMeshLinkData.__get_activated__SystemBoolean

SystemBoolean get_activated();

Raw: In(UnityEngineAIOffMeshLinkData), Out(SystemBoolean)

UnityEngineAIOffMeshLinkData.__get_endPos__UnityEngineVector3

UnityEngineVector3 get_endPos();

Raw: In(UnityEngineAIOffMeshLinkData), Out(UnityEngineVector3)

UnityEngineAIOffMeshLinkData.__get_linkType__UnityEngineAIOffMeshLinkType

UnityEngineAIOffMeshLinkType get_linkType();

Raw: In(UnityEngineAIOffMeshLinkData), Out(UnityEngineAIOffMeshLinkType)

UnityEngineAIOffMeshLink get_offMeshLink();

Raw: In(UnityEngineAIOffMeshLinkData), Out(UnityEngineAIOffMeshLink)

UnityEngineAIOffMeshLinkData.__get_startPos__UnityEngineVector3

UnityEngineVector3 get_startPos();

Raw: In(UnityEngineAIOffMeshLinkData), Out(UnityEngineVector3)

UnityEngineAIOffMeshLinkData.__get_valid__SystemBoolean

SystemBoolean get_valid();

Raw: In(UnityEngineAIOffMeshLinkData), Out(SystemBoolean)

Enum UnityEngineAIOffMeshLinkType

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Enum values:

  • LinkTypeDropDown = 1
  • LinkTypeJumpAcross = 2
  • LinkTypeManual = 0