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Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.

Postponed

Votes

0

Found in

2017.3.0f3

Issue ID

1001970

Regression

No

If a NavMeshAgent has had a destination set, setting its velocity will do nothing unless ResetPath() is called

AI Navigation

-

To reproduce:
1) Open attached project and scene
2) Play it
3) Left-click somewhere to move there
4) While midway, move with WASD keys
Expected: WASD works, allowing to temporarily move elsewhere before returning towards destination
5) Let it finish its path to destination
6) Try moving with WASD keys
Actual: WASD no longer works

Workarounds:
a) Call ResetPath(). There are two different modes in playerController 'Reset Mode' drop-down choice for that.
"Only if Has Path" will call ResetPath() only when the player is midway and you try to move with WASD - if the destination is not finished and path is reset, you can move with WASD freely. If the player finishes moving to the destination without input, WASD won't work.
"Always" will call ResetPath() always, meaning that even after stopping in its left click destination the player will be able to move
b) Turn off Auto Braking and increase Stopping Distance to at least 0.5 (because lesser values cause semi- to fully permanent wobbling). Even when the player stops by its destination will it be able to move.

Reproduced in 2017.2.0f3, 2017.3.0f3, 2018.1.0b7

  1. Resolution Note:

    Will be fixed as part of substantial refactoring work planned for the NavMeshAgent.
    More information will be communicated on the Navigation forum. https://forum.unity.com/forums/navigation.79/

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