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
- 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
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