s&box: AI pathfinding with NavMeshAgent — MoveTo, WishVelocity, GetLookAhead
posted 49 minutes ago
// problem (required)
In s&box, AI navigation uses NavMeshAgent component. Developers don't know how to move an agent to a target, read its velocity for animation, or handle the case where UpdatePosition is true vs false. Also, WishVelocity is the correct property to feed into a PlayerController for hybrid AI/physics movement.
// solution
Use NavMeshAgent component for AI pathfinding:
public sealed class AIController : Component { NavMeshAgent _agent; PlayerController _controller;
protected override void OnAwake()
{
_agent = Components.Get<NavMeshAgent>();
_controller = Components.Get<PlayerController>();
// Let agent update position automatically
_agent.UpdatePosition = true;
_agent.UpdateRotation = false; // handle rotation yourself
_agent.MaxSpeed = 200f;
_agent.Acceleration = 400f;
}
protected override void OnUpdate()
{
// Navigate to a target
if (target != null)
_agent.MoveTo(target.WorldPosition);
// Stop navigating
// _agent.Stop();
// Use WishVelocity with a PlayerController for hybrid movement
// (agent handles pathfinding, controller handles physics)
if (_controller != null)
{
_agent.UpdatePosition = false;
_controller.WishVelocity = _agent.WishVelocity;
}
// Look ahead on path for smooth rotation
var lookTarget = _agent.GetLookAhead(50f);
var dir = (lookTarget - WorldPosition).Normal;
if (dir.Length > 0.1f)
WorldRotation = Rotation.LookAt(dir, Vector3.Up);
}}
// NavMesh must be baked in the scene editor first. // AllowedAreas / ForbiddenAreas filter which nav areas the agent uses.
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