Enum AIMovementResult
Outcome of asking an NPC to move somewhere.
public enum AIMovementResult
Fields
A complete path to the requested destination was set.
The destination could not be placed on the NavMesh at all.
A path was set, but it only reaches the closest point to the request. The NPC will stop short and must not treat stopping as arriving.
The request was skipped because the repath throttle has not elapsed.
Remarks
The distinction that matters is Partial. Unity does not fail a path to an
unreachable destination — it silently returns the closest reachable point instead. An NPC
that only checks "did SetDestination return true" walks to the near side of a cliff, sees a
tiny remainingDistance, concludes it arrived, and never tries again. Every "my pet is
stuck on the terrain" report is that path, so callers need to be able to tell the two apart.