# MWayPoint

## Overview

This component is used by AI Animal Control to assign new targets to follow. the difference between AI Target and this component is once the AI animal arrives. it can wait for a period of time and select a new target to follow from the Next Waypoint list.

<figure><img src="/files/4odg1iC99QVwhNPH5LnD" alt=""><figcaption></figcaption></figure>

This component inherits from the [**AI Target**](/animal-controller/main-components/ai/ai-target.md) component.

## Parameters

### Point Type

Type of waypoint. This is used for the Animal to identify if the waypoint is in water,  in air, or on the ground, so he can properly use Locomotion, Swim, or Fly states.

### Height

The height is used on the Brain Component. This allows the Look At Decision to use an Offset in the Y-Axis when casting the Look Ray.  That way the Ray does not hit the ground when A waypoint is the Target of an AI Animal.

### Stopping Distance

Min Distance that the Ai Animal will stop when Arrives at the waypoint.

### Min Wait Time

Minimum wait time needed to wait before choosing the next waypoint

### Max Wait Time

Minimum wait time needed to wait before choosing the next waypoint

### Debug Color

Changes the color of the Debug Radius.

### Create Next Waypoint

It creates automatically a duplicated Waypoint and set it as the next waypoint.

![](/files/-MYrDJS9121EQIvl7v46)

### Next Waypoint List

Array of transform waypoints the animal can go next. When the animals arrives to the waypoint, the next one will be chosen randomly from this list.

### OnTarget Arrived (GameObject)

This event is invoked when the AI Animal arrives to the waypoint. It sends as a parameter the GameObject of the AI Animal.


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