Getting Started
Most Movement Pack tasks set a destination on a pathfinder. They do not replace the movement component or bypass its navigation rules.
The default pathfinder uses Unity’s navigation mesh. Integrations connect the same behavior-tree intent to another supported pathfinding asset.
How movement is divided
The task chooses a target, destination, or orientation and decides when it succeeds or fails. The selected pathfinder chooses the route, acceleration, stopping behavior, and local avoidance.
Two tasks are exceptions:
- Move Towards changes position directly with
Vector3.MoveTowards. It does not calculate a path and can pass through walls unless project collision prevents it. - Rotate Towards changes rotation directly with
Quaternion.RotateTowardsand does not use a pathfinder.
Pathfinder contract
A pathfinder implementation receives destinations and reports enough movement state for the task to decide whether the agent arrived, became stuck, or cannot continue. A task can update a destination while Running, but the pathfinder determines the route and avoidance response.
Keep one movement authority active for an agent. If a Rigidbody controller, root motion, and navigation component all write the Transform independently, changing Movement Pack settings will not produce stable results.
Configure a movement task
- Choose the task that matches the intended relationship with the target.
- Set a
TransformorGameObjectwhen the target can move. Use a position or rotation value for a fixed destination. - Select the pathfinder implementation on tasks that expose Pathfinder.
- Configure arrival distance, speed, prediction, or waypoint settings required by that task.
In Play Mode, confirm a destination-completing task reaches Success only after its arrival condition is satisfied. A task that remains Running after arrival usually needs its task threshold and pathfinder stopping distance aligned. Continuous tasks such as Wander should remain Running and select another destination.
Choose the first task
- Start with Seek for ordinary pathfinding to a target.
- Use Move Towards only for unobstructed direct movement.
- Use Follow when the goal is a maintained distance rather than contact.
- Use Patrol for authored routes and Wander for generated local destinations.
Continue with Task Reference after the basic Seek workflow succeeds.