Help About NavMeshAgent

Im creating an AI and I just need to patrol him around Please Help me to do this . Im just a Beginner in UNITY . Advance Thanks :slight_smile:
This is the Code of Tutorial that I Watch : using UnityEngine;
using System.Collections;

[RequireComponent(typeof (NavMeshAgent))]
public class chase : MonoBehaviour {

public NavMeshAgent agent;
public Transform player;
public Transform head;
static Animator anim;

string state ="patrol";
public GameObject[] waypoints;
int currentWP = 0;
public float rotSpeed = 0.2f;
public float speed = 1.5f;
float accuracyWP = 5.0f;
// Use this for initialization
void Start () {

	anim = GetComponent<Animator> ();
	agent = GetComponent<NavMeshAgent> ();
}

// Update is called once per frame
void Update () 
{
	
	Vector3 direction = player.position - this.transform.position;
	direction.y = 0;
	float angle = Vector3.Angle (direction, head.up);

	if (state == "patrol" && waypoints.Length > 0) { 	
		anim.SetBool ("isIdle", false);
		anim.SetBool ("isWalking", true);
		if (Vector3.Distance (waypoints [currentWP].transform.position, transform.position) < accuracyWP) {

			//currentWP = Random.Range (0, waypoints.Length);
			currentWP++;
			if (currentWP >= waypoints.Length) {
			
				currentWP = 0;
			}
		}

		direction = waypoints [currentWP].transform.position - transform.position;
		this.transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation (direction), rotSpeed * Time.deltaTime);
		this.transform.Translate (0, 0, Time.deltaTime * speed);
	}
			
	if (Vector3.Distance (player.position, this.transform.position) < 8 && (angle < 30 || state == "pursuing")) {
		
	
		state = "pursuing";
		this.transform.rotation = Quaternion.Slerp (this.transform.rotation, Quaternion.LookRotation (direction), rotSpeed * Time.deltaTime );

		if (direction.magnitude > 2.5) {
			 
			this.transform.Translate (0, 0, Time.deltaTime * speed);
			anim.SetBool ("isWalking", true);
			anim.SetBool ("isAttacking", false);
		} else {
			anim.SetBool ("isAttacking", true);
			anim.SetBool ("isWalking", false);
		}
	}
	else 
	{

		anim.SetBool ("isWalking", true);
		anim.SetBool ("isAttacking", false);
		state = "patrol";

	}
}

}

if you go to the unity manual you can find this it has a simple one in both C# and JS