Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2019.3.X
Votes
10
Found in
2019.3.0a10
Issue ID
1175557
Regression
Yes
Crash in NavMeshManager on Mobile with IL2CPP when using NavMeshComponents
To reproduce:
1. Open the attached project;
2. Switch platfom to iOS or Android;
3. Make sure Scripting Backend is set to IL2CPP;
4. Re-bake the NavMesh (Island scene hierarchy > Island Level > Logic > NavMesh > NavMeshSurface component > Bake);
5. Build and run Island scene on mobile devices.
Result: the scene crashes on load
Reproduced with: 2019.3.0a10, 2019.3.0a11, 2019.3.0a12
Notes: still crashes after re-baking NavMesh data
----------
Until a final fix is provided there are two workarounds that might help in this situation:
1. Disable "Engine Code Stripping" from the player settings of the Android/iOS build.
2. Bake and save at least one (small) static NavMesh somewhere in the scene. This will prevent the stripping of some important NavMesh-related code from the build.
Fixed in 2020.1.0a19
Comments (7)
-
Emanx140
Feb 09, 2020 21:20
Still happens in 2019.3.0f6
-
Kichang-Kim
Oct 29, 2019 01:55
-
fafnir
Oct 25, 2019 17:50
Still happens in 2019.3.0b8
-
danielgsantana
Oct 05, 2019 18:25
Still happens in 2019.3.0b6
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
- SetComponentEnabled uses class instead of struct when constraining Enableable Component type
- [iOS] Application.deepLinkActivated does not get invoked while app is running when UIApplicationSceneManifest is added in Info.plist
- Inspector scroll area stretches when using components with nested serialized arrays on FBX model prefab instances
- Crash on ConstraintProjectionTree::projectionTreeBuildStep when ConfigurableJoint uses JointProjectionMode.PositionAndRotation and connected Rigidbody switches from kinematic to non-kinematic
- ScriptableObject asset is accessed during the lookup of Build Profiles when opening the Build Profiles Window
Resolution Note (fix version 2020.1):
The problem is caused by the NavMeshSettings class being stripped out of Android/iOS builds.
There are two workarounds:
1. Disable "Engine Code Stripping" from the player settings of the Android/iOS build.
2. Bake and save at least one (small) static NavMesh somewhere in the scene. This will cause the NavMeshSettings class to be used and thus not be stripped away.