ScriptReference/AI.NavMeshPath-corners #357
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Comment by The corners are always in order from closest to furthest. So if you are using the navmeshpath calculations but are moving your AI yourself, then you can just start by seeking corner at index 0, then index 1, and so on. |
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ScriptReference/AI.NavMeshPath-corners
https://docs.unity3d.com/ScriptReference/AI.NavMeshPath-corners.html
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