Hi, Im working on a character controller where the player clicks somewhere in the world and the character moves to that point.
I have created a nav mesh agent that follows a target, the target moves to where clicked using the “click to move” then the nav mesh agent moves to that location using a follow script which is great.
Only problem I can’t solve is how to animate this nav mesh agent? Also my agent moves backwards which is frustrating but i expect is a pivot problem.

Ive got this script but it doesnt like the .speed command, where have i gone wrong? (JavaScript)

    function Start ()
{
 // By default loop all animations

animation.wrapMode = WrapMode.Loop;

}

function Update ()
{
 
 var currentSpeed = NavMeshAgent.speed;

 // Switch between idle and walk
 if (currentSpeed > 0.1)
 animation.CrossFade("Walk");
 else
 animation.CrossFade("idle1");


}

var lastFramePosition: Vector3;
function Start (){
// By default loop all animations

animation.wrapMode = WrapMode.Loop;
lastFramePosition = transform.position;
}

function Update ()
{
 var currentFramePosition : Vector3 = transform.position;
 var distance : float = Vector3.Distance(lastFramePosition, currentFramePosition);
 
 lastFramePosition = currentFramePosition;
 var currentSpeed: float = Mathf.Abs(distance)/Time.deltaTime;

  // Switch between idle and walk
  if (currentSpeed > 0.1)
  animation.CrossFade("Walk");
  else
  animation.CrossFade("idle1");

}

You may try the above script and see if it can help. I think calculating its own speed might be a better way if your nav mesh agent already able to follow the character.