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Won't Fix

Votes

0

Found in

5.4.2p4

Issue ID

855522

Regression

No

Agent does not plan shortest path

AI Navigation

-

How to reproduce:

1. Open attached project
2. Open scene test.unity
3. Open the Navigation window
4. Play the scene
5. Select the Agent gameobject
- Note how the navigation debug view displays the planned path to be along the edge of the path
- Moving the Agent around using the transform handles in the scene view causes the path to be recalculated into the actual shortest path

- Reproduced in 5.4.3p1 (00292ff31167), 5.5.0f3 (1d1a0b50d15c), 5.6.0a6 (af2099d5a7ac)

  1. Resolution Note (2021.2.X):

    As a performance optimization, the current implementation of the Navigation system does not guarantee that the path found towards the destination is always the shortest one (i.e. optimal). To compensate for this limitation the NavMeshAgent will try to optimize the path regularly as it moves towards its destination. Overall, this technique aims to reduce the movement of the agent to the minimum, but it does not guarantee that the reported NavMeshAgent.path will be the shortest one at any given time.
    In the cases when the path found through a section of the NavMesh (the game environment) is repeatedly sub-optimal, it is recommended to slightly change the environment geometry in that area such that the NavMesh geometry improves. In turn this will increase the chances of obtaining the shortest path. The geometry of the NavMesh can produce better paths when it does not contain long, thin polygons. Please try to tweak the factors that influence the creation of such triangles. They can be: excessive detail of the obstacle geometry (at the border of the NavMesh), or a low value for the "voxel size" parameter (often used for increasing the accuracy of the NavMesh).

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