Search Issue Tracker
By Design
By Design in 2023.2.X
Votes
0
Found in
2020.3.39f1
2021.3.9f1
2022.2.0b6
2023.1.0a11
2023.2.0a1
Issue ID
UUM-13658
Regression
No
NavMesh is not baked consistently with all GameObjects
Reproduction steps:
- Open the user's attached project
- Open Assets > Scenes > Train
- Select GameObject in the Hierarchy
- In the Inspector bake new mesh
Expected result: Mesh is not broken
Actual result: Mesh is broken around small cube "Cube_1"
Reproduced with: 2020.3.39f1, 2021.3.9f1, 2022.1.5f1, 2022.2.0b7, 2023.1.0a10
Reproducible on: Windows 11
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
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Resolution Note:
The NavMesh is actually correct in the provided scene. It is continuous and only hidden in some parts by the cube that generates it. Nothing prevents the NavMeshAgent from walking everywhere over the cube.
Please note that the NavMesh is an optimized approximation of the scene geometry, thus it will never wrap precisely over the geometry that has been used for building it. Many times vertical polygons that might look like artifacts are actually accepted for navigation. If the NavMeshAgent is carried up by unusually steep NavMesh polygons then the developer is advised to align the agent to the ground geometry by using its Base Offset parameter and values obtained through physics raycasts.
You can control the precision of the NavMesh through the Voxel Size, Step Height and Slope parameters.
Resolution Note (2023.2.X):
The NavMesh is actually correct in the provided scene. It is continuous and only hidden in some parts by the cube that generates it. Nothing prevents the NavMeshAgent from walking everywhere over the cube.
Please note that the NavMesh is an optimized approximation of the scene geometry, thus it will never wrap precisely over the geometry that has been used for building it. Many times vertical polygons that might look like artifacts are actually accepted for navigation. If the NavMeshAgent is carried up by unusually steep NavMesh polygons then the developer is advised to align the agent to the ground geometry by using its Base Offset parameter and values obtained through physics raycasts.
You can control the precision of the NavMesh through the Voxel Size, Step Height and Slope parameters.