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Fixed
Fixed in 2022.3.58f1, 6000.0.37f1, 6000.1.0b5, 6000.2.0a1
Votes
0
Found in
2021.3.43f1
2022.3.44f1
6000.0.16f1
Issue ID
UUM-78679
Regression
No
NavMesh is incorrectly calculating the shortest path when the path is rotated over the edges of the NavMesh
Reproduction steps:
1. Open the attached “NavigationDebugging.zip“ project
2. Open the “Pathfinding XY” Scene and double click on “End” GameObject to focus on it
3. Move “End” GameObject to create a path between it and the start game object
Expected result: The path over the NavMesh is the shortest path between the start and end points
Actual result: The path over the NavMesh makes unnecessary stops increasing the path length
Reproducible with: 2021.3.43f1, 2022.3.44f1, 6000.0.16f1
Reproduced on: macOS Sonoma 14.5 (Intel), Windows 10 (by the reporter)
Note: Reporter noted that when a NavMesh is rotated using NavMesh.AddNavMeshData(navMeshData, Vector3.zero, Quaternion.Euler(-90, 0, 0)); instead of NavMesh.AddNavMeshData(navMeshData); the paths around the edges of the NavMesh no longer take the shortest route and now make unnecessary stops
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