/// This data will be fed to the local avoidance system to calculate the final movement of the agent.
/// If no local avoidance is used, it will be directly copied to <see cref="ResolvedMovement"/>.
///
/// See: <see cref="ResolvedMovement"/>
/// </summary>
publicstructMovementControl:IComponentData{
/// <summary>The point the agent should move towards</summary>
publicfloat3targetPoint;
/// <summary>
/// The end of the current path.
///
/// This informs the local avoidance system about the final desired destination for the agent.
/// This is used to make agents stop if the destination is crowded and it cannot reach its destination.
///
/// If this is not set, agents will often move forever around a crowded destination, always trying to find
/// some way to get closer, but never finding it.
/// </summary>
publicfloat3endOfPath;
/// <summary>The speed at which the agent should move towards <see cref="targetPoint"/>, in meters per second</summary>
publicfloatspeed;
/// <summary>
/// The maximum speed at which the agent may move, in meters per second.
///
/// It is recommended to keep this slightly above <see cref="speed"/>, to allow the local avoidance system to move agents around more efficiently when necessary.
/// </summary>
publicfloatmaxSpeed;
/// <summary>
/// The index of the hierarchical node that the agent is currently in.
/// Will be -1 if the hierarchical node index is not known.
/// Additive modifier to <see cref="targetRotation"/>, in radians.
/// This is used by the local avoidance system to rotate the agent, without this causing a feedback loop.
/// This extra rotation will be ignored by the control system which decides how the agent *wants* to move.
/// It will instead be directly applied to the agent.
/// </summary>
publicfloattargetRotationOffset;
/// <summary>The speed at which the agent should rotate towards <see cref="targetRotation"/> + <see cref="targetRotationOffset"/>, in radians per second</summary>
publicfloatrotationSpeed;
/// <summary>
/// If true, this agent will ignore other agents during local avoidance, but other agents will still avoid this one.
/// This is useful for example for a player character which should not avoid other agents, but other agents should avoid the player.