Search Issue Tracker
Fixed
Votes
0
Found in
5.0.1f1
Issue ID
689104
Regression
Yes
Navmesh slope is clamped to 60 since Unity 5
It seems that the navmesh slope is clamped to 60 degrees in Unity5.
In Unity4 it was possible to set a slope of 90 degrees but now it is clamped to 60.
This behaviour is now allowed again. However, it's disabled in UI by default. To enable it use this method from an Editor script:
[MenuItem ("NavMesh/Build With Slope 90")]
public static void BuildSlope90 () {
SerializedObject obj = new SerializedObject (NavMeshBuilder.navMeshSettingsObject);
SerializedProperty prop = obj.FindProperty ("m_BuildSettings.agentSlope");
prop.floatValue = 90.0f;
obj.ApplyModifiedProperties ();
NavMeshBuilder.BuildNavMesh ();
}
Fixed from 5.0.1p2 onwards.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Rendering locks up when not looking at a transparent material on Meta Quest 2
- Volumetrics break when using a Custom Pass to create a Thickness Buffer for Alpha Clipping
- All tests are run instead of only the failed ones when the "Rerun Failed" button is pressed
- GameObject is not masked when the "Render PostProcessing Effects" pass executes with a resolved non-MSAA Color target and MSAA DepthStencil target
- [Android] Gfx.WaitForGfxCommandsFromMainThread high performance usage and inconsistency when built Player scene has Canvas GameObject on a specific Project
BlipB
Dec 03, 2020 16:06
It seems that unity has force clamped it only to 60 degrees... https://docs.unity3d.com/ScriptReference/AI.NavMeshBuildSettings-agentSlope.html
This is very frustrating since I cant do a method I want to achieve because I'm now limted.. Great..
Please unclamp it so we cal at least use 90 degrees,