Search Issue Tracker
Fixed in 5.6.0
Votes
0
Found in
5.6.0b9
Issue ID
885975
Regression
No
[Android] Inconsistencies with baked navmeshes on mobile
How to reproduce:
1. Open the attached project
2. Build and run on Android device
Result: Cubes are instantiated and NavMesh is baked, however, some cubes are ignored
Reproducible: 5.6.0b3, 5.6.0b10
Not reproducible: 2017.1.0a2
Note: user uses new NavMesh classes which were introduced in Unity 5.6
DUT(reproducible):
LG G5 [LG-H850], Qualcomm Snapdragon 820, Adreno 530, OS 6.0.1
Samsung Galaxy S 5 Neo [SM-G903F], Samsung Exynos 7 Octa, ARM Mali-T720, OS 5.0.1
Not reproducible in Editor, WebGL, iOS (iPhone 6+ iOS 10.1)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Sahder errors in Player when "Strict shader variant matching" is enabled and the rendering path is set to "Deferred"
- NullReferenceExceptions are being thrown when saving a ScriptableObject with an array of a type with a CustomPropertyDrawer that uses TrackPropertyValue
- Applied velocity is inconsistent when using Rigidbody AddForce() with ForceMode.VelocityChange
- Crash on AudioUtil_CUSTOM_HasAudioCallback when exiting Play Mode while the Inspector is displaying a GameObject with an empty script attached
- Scroll offset is framerate-dependent when scrolling with velocity in the Device Simulator
Add comment