Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
2018.4
2019.3.0f6
2020.2
Issue ID
1225131
Regression
No
NavMeshAgent CalculatePath does not return the optimal path when going over multiple NavMeshLinks
Reproduction steps:
1. Open the attached project "1225131.zip"
2. Open the "test" scene
3. Enter Play mode
4. Click on the bottom-left platform in the Game window
Expected result: Debug.DrawLine draws the optimal NavMesh path
Actual result: Debug.DrawLine draws incorrect NavMesh path
Reproduces on: 2018.4.19f1, 2019.3.4f1, 2020.1.0b1, 2020.2.0a2
Notes:
Could not reproduce on Unity 2017.4, due to missing NavMesh functionality.
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
Resolution Note:
Will be fixed as part of work planned for improving Navigation links.