Search Issue Tracker
Fixed in 2018.1.X
Fixed in 5.6.X, 2017.1.X, 2017.2.X, 2017.3.X
Votes
8
Found in
5.5.0f3
Issue ID
930830
Regression
Yes
NavMesh is generated differently depending on the world position of the object
To reproduce:
1. Open the project, attached by the user (NavmeshBug.zip)
2. Open the "NavmeshRepro" scene
3. Open Navigation window
4. Observe the NavMeshes in the scene
Expected: NavMesh generation doesn't depend on the world position of the object
Reproduced in 5.5.4f1, 5.6.0f3, 5.6.2p3, 2017.1.0f3, 2017.2.0b3
Fixed in 2018.1.0a1
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
BenHymers
Jul 20, 2017 13:20
For anyone that finds this issue - it's also to do with a break in the navmesh. A bug I reported got resolved as a duplicate of this one; here's my repro project for more information:
https://github.com/hymerman/unity-bug-repro-break-in-navmesh-on-tile-boundary