Search Issue Tracker
Duplicate
Votes
0
Found in
5.1.0b4
Issue ID
693050
Regression
Yes
crash when entering play mode with NavMesh baked
To reproduce:
1. Open attached project
2. Open Test scene
3. Enter play mode
Actual result: Crash
Expected result: Play mode enters
-
purpl3grape
Jun 07, 2018 19:38
I'd like to also note, this happens when the Unity Editor or Game Application is actually playing, (Check using Application.IsPlaying).
However, upon using [ExecuteInEditMode] to see what the Run-Time NavMesh Building is doing, it actually works without the error of: 'Source mesh Combined Mesh (root: scene) does not allow read access.'
So again, if anyone can replicate this scenario to confirm that would be a start.
-
purpl3grape
Jun 07, 2018 19:34
Hi, I was doing some tests, and it turns out that having the objects marked as 'Static' makes the operation fail, as having the 'Static' objects will produce this error message: RuntimeNavMeshBuilder: Source mesh Combined Mesh (root: scene) does not allow read access. This will work in playmode in the editor but not in player
UnityEngine.AI.NavMeshSurface:BuildNavMesh()Only upon making the objects Non-Static, does it resolve itself. - However Static objects are very handy in taking advantage of the 'Batch-Rendering' that Unity offers, which others may find useful.
In conclusion, currently as I see it or in my personal tests, to utilize Run-Time NavMesh baking, objects Must at this moment be marked as 'NON-Static'.
Is this something that you can replicate as well to confirm?
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
- “[Worker0] Could not generate preview image“ error when opening macOS native plugin in the Inspector with Architecture to build for set to ARM 64-bit
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
This is a duplicate of issue #693028