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Issue ID




Crash on NavMeshTileData::Transfer<SafeBinaryRead> when opening a project with a corrupted NavMesh asset



Reproduction steps:
1. Open the user's attached project
2. If the project doesn't crash, open scene "SampleScene"
-- observe crash

Reproducible with: 2020.3.13f1, 2021.1.12f1, 2021.2.0b1
Could not test with: 2018.4.36f1, 2019.4.28f1 (Navmesh asset throws "File may be corrupted or was serialized with a newer version of Unity" error)

  1. Resolution Note:

    Thank you for bringing this issue to our attention. Unfortunately, after careful consideration, we will not be addressing your issue at this time, as we are currently committed to resolving other higher-priority issues. Our priority levels are determined by factors such as the severity and frequency of an issue and the number of users affected by it.
    With our recent delivery of the AI Navigation package, our focus is now on ensuring compatibility with the new animation system. However, we know each case is different, so do please continue to log any issues you find, as well as provide general feedback on our roadmap page to help us prioritize.
    Forum announcement

    We understand that crashes like this can be frustrating! In this particular case, we cannot make any guarantees about corrupt binary data, and there's nothing unusual about NavMesh data that merits special handling compared to other asset types. However, if you find that Unity itself is producing corrupt NavMesh data, we would love to take a look at the repro case and make sure it gets fixed! If you ever need help troubleshooting which NavMesh might be the source of a problem, you can add Debug.Log() messages in the NavMeshSurface.AddData() method to pinpoint which GameObject has a reference to the problematic data.

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