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
Comments (2)
-
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
- Crash on JobQueue::HasJobGroupIDCompleted when closing the Editor while in Play mode on a specific project
- In "Preferences" section the “SpriteShape” menu item, the details page title “SpriteShape”, and “ControlPoint” entries are displayed as code strings rather than formatted UI strings
- Errors thrown constantly when Virtual Offset Debug is enabled and lighting was baked on AMD machine
- Persistent Memory Leak when reloading domain and using Distance-based Ghost Importance
- HDRP project doesn't render in standalone player when using High stripping
This is a duplicate of issue #693028