Search Issue Tracker
Active
Under Consideration for 6000.5.X
Votes
1
Found in
2021.3.52f1
2022.3.63f1
6000.0.51f1
6000.1.7f1
6000.2.0b5
6000.4.0a1
6000.5.0a1
Issue ID
UUM-108989
Regression
No
Navigation Agent stops moving where multiple different NavMesh Surfaces overlap when the "NavMeshAgent.SetPath" method is used
How to reproduce:
1. Open the “BugTest.zip“ project
2. Open the “SampleScene“
3. Enter Play Mode
4. Observe the red Capsule Game Object in the Game view
Expected result: The red Capsule eventually reaches the purple Cube
Actual result: The red Capsule starts moving but then stops where different NavMesh Surfaces overlap
Reproducible in: 1.1.1, 2.0.8 (2021.3.52f1, 2022.1.0a1, 2022.3.63f1, 6000.0.51f1, 6000.1.7f1, 6000.2.0b5)
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
- Not reproducible by assigning a position to NavMeshAgent.destination
- In the reproduction project, the blue ball always reaches the purple Cube
- Disabling and re-enabling the “NavMesh Surface B” GameObject at any point will fix the issue for the time being
Comments (1)
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
- Shader Graph Node information is briefly displayed in Graph Inspector when clicking on Category in the Blackboard
- Module installation fails with "Download failed: Validation Failed" errors when using beta.2 Hub version
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Shader Graph Category dropdown cannot be expanded/collapsed when clicking on the text
- Different text alignment in the column header in Entities "System" window
C-H-a-P
Jan 15, 2026 14:43
Can confirm, I might have a similar issue using dynamic NavMesh generation via NavMeshBuilder at runtime. I have multiple agents, using their own NavMesh which gets updated dynamically while moving around.
I need to further investigate but as soon as not only one agent is active in scene, generating and moving, agents randomly stopping without any error when crossing another agent's nav mesh.
This can happen at random and it's not always the case - but only when multiple agents are active.