<!--
{
  "availability" : [
    "iOS: 10.0.0 -",
    "iPadOS: 10.0.0 -",
    "macCatalyst: 13.1.0 -",
    "macOS: 10.12.0 -",
    "tvOS: 10.0.0 -",
    "visionOS: 1.0.0 -"
  ],
  "documentType" : "symbol",
  "framework" : "GameplayKit",
  "identifier" : "/documentation/GameplayKit/GKMeshGraph/bufferRadius",
  "metadataVersion" : "0.1.0",
  "role" : "Instance Property",
  "symbol" : {
    "kind" : "Instance Property",
    "modules" : [
      "GameplayKit"
    ],
    "preciseIdentifier" : "c:objc(cs)GKMeshGraph(py)bufferRadius"
  },
  "title" : "bufferRadius"
}
-->

# bufferRadius

The distance from obstacle edges that should also be considered impassable.

```
var bufferRadius: Float { get }
```

## Discussion

You set this property when creating a graph with the [`init(bufferRadius:minCoordinate:maxCoordinate:)`](/documentation/GameplayKit/GKMeshGraph/init(bufferRadius:minCoordinate:maxCoordinate:)) or [`init(bufferRadius:minCoordinate:maxCoordinate:nodeClass:)`](/documentation/GameplayKit/GKMeshGraph/init(bufferRadius:minCoordinate:maxCoordinate:nodeClass:)) initializer. Use the `bufferRadius` initializer parameter to take the size of potential travelers into account when determining navigability. After initialization, you can use this property to examine the buffer radius the graph was created with—for example, to draw a debugging overlay in your game UI that indicates passable and impassable areas.

---

Copyright &copy; 2026 Apple Inc. All rights reserved. | [Terms of Use](https://www.apple.com/legal/internet-services/terms/site.html) | [Privacy Policy](https://www.apple.com/privacy/privacy-policy)