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Question by SalamiSam77 · May 26, 2020 at 03:50 PM · navmeshagentnavigationcallbackmessages

Is there no message sent when navmeshagent reaches end of path?

Hi all,

I just recently switched to Unity from Godot because my heart is set on making a gridless turn based strategy game in true 3D space. Unfortunately, Godot's navigation/pathfinding tools are still underdeveloped until Godot 4.0 releases. But Unity already has everyt$$anonymous$$ng I need, and I'm seeing some of the benefits to the component system it uses. Anyway, I digress...

I only mention my recent switch from Godot so you know where I'm coming from. In Godot, almost everyt$$anonymous$$ng has a message associated with it (similar to OnTriggerEntered callback in Unity). Working with navmeshagents in Unity, is there really no message sent when it reaches its destination? It seems like t$$anonymous$$s would be a no brainer to have implemented. Right now, my work around is to poll every Update frame to see if the navmeshagent has reached it. Sure, it's only a few extra ticks on the CPU but, that can add up with more and more agents.

Does anyone have a better solution to situations like t$$anonymous$$s? I've been searc$$anonymous$$ng the docs for creating my own messages but not$$anonymous$$ng I found would improve my performance. Maybe I missed somet$$anonymous$$ng?

Thanks!

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