Search Issue Tracker
Won't Fix
Votes
20
Found in
2021.2.17f1
2022.1.0b14
2022.2.0a9
2023.1.0a24
2023.2.0a1
2023.3.0a3
Issue ID
UUM-2975
Regression
No
Invisible wall is created when a certain combination of Nav Mesh Box Obstacle GameObjects with Carve ticked are arranged
How to reproduce:
1. Open the user's attached project "NavMeshWall2021.zip"
2. Open the "NavMeshBugCase2" Scene
3. Press Play
4. Press the "W" key or try moving in that direction with left-click
Expected result: Controlled GameObject goes in the desired location
Actual result: Controlled GameObject encounters an invisible wall
Reproducible with: 2019.4.37f1, 2020.3.32f1, 2021.2.17f1, 2022.1.0b14, 2022.2.0a9
Notes:
- A combination of GameObjects with Nav Mesh Box Obstacles components under "StoneTownHall" in "Obstacles" and "Indoors": "3", "4", "Collider (1)" casuses this issue
- If the above-mentioned GameObjects are moved a certain distance the issue does not reproduce
- The invisible wall is not depicted as a not walkable area in the NavMesh
-
CliffCawley
Jun 13, 2024 10:15
For any future devs hoping for an answer to this (since it's still an issue) with unpassable seams or invisible walls, the solution that works 99.9% of the time is to increase the radius of the agent in the navigation tab.
https://forum.unity.com/attachments/agentradius-png.1427049/
0.25 seems to be the smallest that makes it work with extremely low chance for 'invisible walls' to become a problem. Increasing it a little more might mean that it never happens.
-
unity_SBt0djhrxNe9mA
Sep 13, 2022 08:10
Hi! We are finalists of the Google Indie Games Festival 2022.
Our game suffers a lot because of this issue!
Guys, please fix it! It creates unwalkable cracks in game levels. I suppose this is not tolerable for built-in engine feature like this.
-
azadaliza9
Mar 28, 2022 14:54
The article posted was very informative and useful. I really appreciate this wonderful post that you have provided for us. Https://mobilepriceall.com/bd/vivo-s13-price-in-bangladesh/
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
- Color mismatch in UI Builders Library panel when the Editors theme is set to Light Mode
- [Android ] "AndroidJNI.ToBooleanArray" returns a random non-zero value instead of "IntPtr.Zero" when the method argument is null
- Non-HDR color picker opens when selecting material color with HDR enabled
- Crash on EditorApplication:Internal_CallUpdateFunctions when pushing property block by index to SpriteShapeRenderer
- Depth Texture Mode "After Opaques" breaks when "Full Screen Pass Renderer Feature" is added
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 https://forum.unity.com/threads/animation-status-update-q2-2023.1445425/
Roadmap https://unity.com/roadmap/unity-platform/navigation-game-ai
We recognise that this is a real issue, but it will have to be addressed with a larger effort regarding the robustness of obstacle carving.