Collision query range (in world units), determines how far to look for neighboring agents and obstacles.
Agent height (in world units), used for visualization and spatial queries
Maximum acceleration (in world units per second squared), controls how quickly an agent can change velocity.
Maximum speed (in world units per second), the agent will not exceed this speed.
Obstacle avoidance parameters, configures the adaptive sampling algorithm for velocity planning
Query filter used for navmesh queries, determines which polygons the agent can traverse and the cost of traversal
Agent radius (in world units), used for collision detection and avoidance calculations
Separation weight, controls the strength of separation behavior from other agents, only applied when the flag CrowdUpdateFlags.SEPARATION is given
Flags that control agent behavior
If true, agents will automatically traverse off-mesh connections with a linear interpolation. If false, the agent will enter OFFMESH state and populate offMeshAnimation data, but the application must manually animate and call completeOffMeshConnection when done.