Search Issue Tracker
Fixed in 2017.2.0f3
Votes
0
Found in
2017.2.0f2
Issue ID
973726
Regression
No
NavMesh.SamplePosition always returns False with a specified built-in Area type
Steps to reproduce:
1. Open attached “NavMesh.zip” Unity project
2. Open “Main” scene
3. Enter Play mode
4. Observe Console window
Expected results:
NavMesh.SamplePosition with a specified ‘Walkable’ areaMask returns True
Actual results:
NavMesh.SamplePosition returns False
Reproduced in: 2018.1.0a7, 2017.3.0f1, 2017.2.0p4, 2017.1.2p3, 2017.1.2p3, 5.6.4p3, 5.6.0f1
-----------------------
By design:
Incorrect areaMask parameter passed to NavMesh.SamplePosition.
Correct usage:
var areaMaskFromName = 1 << NavMesh.GetAreaFromName("Walkable")
found = NavMesh.SamplePosition(transform.position, out result, 10, areaMaskFromName);
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
- [Tile Palette] Sprites not rendering when brush tool "Paint a filled box with active brush" is used for the first time
- Adding available Nodes with longer names in Fragment Context window overflow Fragment Context window in Shader Graph
- "Layer Palette Profile" Asset is automatically applied to the second Terrain but doesn't load any layers
- "Terrain Tools" shortcut conflicts with the Overlays shortcut by default
- Longer Shader Graph Property Reference names breaks VFX Graph Output Particle Node
kru2zz
Nov 13, 2018 06:50
OMG! spent few hours on this. This should really be specified more clearly in the docs example!