Search Issue Tracker
Fixed in 2018.1.X
Won't Fix in 2017.1.X, 2017.2.X, 2017.3.X
Votes
0
Found in
2017.1.0f3
Issue ID
944112
Regression
Yes
NavMesh.CalculatePath.corners return 0 when outside of the NavMesh area near to a wall or an edge
Reproduction steps:
1. Download project "PathApagar.zip" and open in Unity
2. Enter Play mode
3. Select Navigation
4. Chose object "dest" in scene "apagar"
5. Move "dest" to the edge of white platform until console shows "PathComplete, 0"
Expected: NavMesh.CalculatePath property corners should return corner points of the path even if destination is outside of NavMesh area
Actual: NavMesh.CalculatePath property corners returns 0 if outside of NavMesh area near to the edge or wall
Reproduced on: 2017.1.0b8; 2017.1.0p5; 2017.2.0b8; 2017.3.0a5
Not reproduced on: 5.6.3p1; 2017.1.0b7
Regression introduced: 2017.1.0b8
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment