Search Issue Tracker
Fixed in 2020.1.X
Fixed in 2018.4.X, 2019.2.X, 2019.3.X
Votes
0
Found in
2017.4.0f1
2018.2.20f1
2018.4.1f1
2019.1.0a1
2019.2.0a1
2019.3.0a1
Issue ID
1154946
Regression
No
[NavMesh] NavMesh fails to create all portals connecting two tiles when having obstacles aligned on the tile borders
To reproduce:
1. Open QA attached project "1154946-NavMeshObstacleRepro.zip", scene City
2. Observe the area between two Nav Mesh Obstacles
Result: NavMesh path is calculated incorrectly due to obstacle positioning breaking the NavMesh tile borders
Reproduced in: 2018.2.21f1, 2018.4.1f1, 2019.1.4f1, 2019.2.0b3, 2019.3.0a4
Note: changing the positions of obstacles will yield different results (correct / incorrect) which depend on their positioning
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
- [iOS] Application.absoluteURL is empty on Awake/Start when opening via deep link with Splash Screen disabled
- Crash on MemoryManager::Deallocate when rapidly calling Addressables.LoadAssetAsync
- Crash on physx::shdfnd::atomicIncrement when adjusting values on a character controller component after entering Play mode in Prefab edit mode
- [Rendering Debugger] [NewInputSystem] Debug Overlays in Play mode throws InvalidOperationException when using New Input System
- [RenderingDebugger][InputSystemPackage] Ctrl+Backspace shortcut doesn't work to open the Rendering Debugger when New Input System is in use
Resolution Note (fix version 2020.1):
Additional proposed workaround fairly easy to achieve for when the disconnected polygon edge is not on the tile border:
When two obstacles tend to align their edges with one another the user can try and very slightly offset or rotate one of them in order to avoid creating an edge between the obstacles that aligns perfectly with them both. (That edge leads to imprecise calculations later in the algorithm.)