Search Issue Tracker
By Design
By Design in 2.0.X
Votes
0
Found in [Package]
1.1.5
2.0.0
Issue ID
NAVB-114
Regression
No
A navigation path visualization fails to get created when "NavMesh.CalculatePath()" is used
How to reproduce:
1. Open the “NavmeshFail.zip“ project
2. Open the “LowClass_Residential_Ballard_design“ Scene
3. Observe the Scene view
Expected result: “NAVIGATION FAILED“ is not displayed and a green path is created
Actual result: “NAVIGATION FAILED“ is displayed and no green path is created
Reproducible in: 1.0.0-exp.4 (2021.3.41f1), 1.1.5 (2022.3.39f1), 2.0.0 (6000.0.12f1)
Reproduced on: Windows 11 Pro (23H2)
Not reproduced on: macOS 14.4.1 (M2)
Note: The “NAVIGATION FAILED“ text is implemented, by the reporter, to show up when “NavMesh.CalculatePath()” is not executed successfully
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
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
Resolution Note:
The issue is really with one specific object. It was one of many instances of a prefab in that level, but the only one causing a problem. The difference between this instance and the others is that its transform's position x and y were set to huge values - about 13km! When the user set the position to a reasonable point in space, the nav mesh worked as expected.
Resolution Note (2.0.X):
The issue is really with one specific object. It was one of many instances of a prefab in that level, but the only one causing a problem. The difference between this instance and the others is that its transform's position x and y were set to huge values - about 13km! When the user set the position to a reasonable point in space, the nav mesh worked as expected.