Setting up Player movement with Unity 3D NavMesh Agent in Playmaker
In this tutorial, I'll show how to set up Player movement using the Unity 3D NavMesh Agent in Playmaker. Super easy!! Also check out How to Make a Bounce Game Series https://bit.ly/39HIYBU. ► Download Playmaker at https://bit.ly/3dV8JzC ► Download Unity at https://unity.com 🚀 Download Trixel Roc
This tutorial sets up click-to-move using Unity's built-in NavMesh together with Playmaker. You build a small walled play area, bake a navigation surface, attach a NavMesh Agent to the player, then create an FSM that detects a mouse click, raycasts to find the clicked point, and tells the agent to walk there, looping so you can keep clicking.
Build the scene and player
Add a 3D Plane for the floor. Using ProBuilder (installed and docked with the hierarchy), create a Poly Shape from the top view to draw some walls, finish editing, and extrude them up about one meter. Make a wall_mat material and drop it on the walls, leaving it white. For the player, add a 3D Cylinder, rename it player, create a player material tinted orange, and apply it so the player reads distinctly from the walls.
Bake the NavMesh and add the agent
Open Window, AI, Navigation. Select the walls (relabeled walls) and the plane and mark them Navigation Static, set as walkable. On the Bake tab, click Bake; Unity highlights the walkable area in blue, automatically carving out the walls. Then select the player, Add Component, and attach a NavMesh Agent (its speed, angular speed, and acceleration fields can be tuned to taste).
Detect the click and pick a point
Add a Playmaker FSM to the player. In the first state use Get Mouse Button Down on the left button, sending a "mouse button down" event to a new "mouse clicked" state. There, add a Mouse Pick action: store whether it hit something in a new bool variable (pick test) and store the hit location in a new Vector3 variable called target location. Follow it with a Bool Test on pick test, if true, fire a "move to target" event to a move state; if false, return to Get Mouse Down to keep listening.
Move the agent and loop
The move action comes from the Ecosystem: open Add-ons, Ecosystem, Ecosystem Browser, search "pathfinding," and import it. In the move to target state add Set Agent Destination, set the game object to Owner (the player) and the destination to the target location Vector3. On its "path pending done" event, transition back to Get Mouse Down so the player can be redirected with the next click. Press play and click on the far side of a wall, the agent routes the player around it. A clean, reusable click-to-move setup.





