---
tags:
    - "Navigation"
    - "NavMesh"
    - "AI"
    - "Agent"
    - "Path"
    - "Complete"
    - "Partial"
    - "Invalid"
---

# Nav Mesh Agent Path Status

[Navigation](../index.md) / [Nav Mesh Agent](index.md) / **Nav Mesh Agent Path Status**

## Description

Returns true if the current path of the Nav Mesh Agent has the chosen status

## Parameters

| Name | Description |
| :--- | :---------- |
| Nav Mesh Agent | The Nav Mesh Agent component checked |
| Status | Complete reaches the destination, Partial stops at the closest point found and Invalid has no path |

## Code

```cs
using System;
using UnityEngine;
using UnityEngine.AI;
using VisualScript.Icons;

namespace VisualScript.Runtime
{
    [Title("Nav Mesh Agent Path Status")]
    [Category("Navigation/Nav Mesh Agent/Path Status")]
    [Description("Returns true if the current path of the Nav Mesh Agent has the chosen status")]

    [Image(typeof(IconNavmeshAgent), ColorTheme.Type.Red)]
    [Keywords("Navigation", "NavMesh", "AI", "Agent", "Path", "Complete", "Partial", "Invalid")]

    [Parameter("Nav Mesh Agent", "The Nav Mesh Agent component checked")]
    [Parameter("Status", "Complete reaches the destination, Partial stops at the closest point found and Invalid has no path")]

    [Serializable]
    public class ConditionNavMeshAgentPathStatus : Condition
    {
        [SerializeField] private GetGameObject m_NavMeshAgent = new GetGameObject(
            new GenTypeGameObject_NavMeshAgent()
        );

        [SerializeField] private NavMeshPathStatus m_Status = NavMeshPathStatus.PathComplete;

        protected override string GetTitle(GameObject source)
        {
            string member = TextUtils.ThemeAsKeyword("Path Status");
            return $"{this.m_NavMeshAgent} {member} is {this.m_Status}";
        }

        protected override bool Run(Args args)
        {
            NavMeshAgent agent = this.m_NavMeshAgent.Get<NavMeshAgent>(args);
            return agent != null && agent.pathStatus == this.m_Status;
        }
    }
}
```

