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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
8
Found in
2017.2.1p1
Issue ID
984415
Regression
No
NavMeshAgent doesn't update rigidbody physics
Steps to reproduce:
1. Open user attached project "Navigation Demo.7z"
2. Observe the red block moving and the cube moving with it (position manually updated)
3. Compared to the blue block moving and the cube staying in place (vanilla Nav mesh Agent with rigidbodies)
Expected: When you use a nav mesh agent with a rigidbody, it should update the collisions and physics required for the block to move with it
Actual: It's being moved without updating the physics calculations
Reproduced on: 5.6.5p1, 2017.1.3f1, 2017.2.1p3, 2017.3.0p4, 2018.1.0b5
Note: Same can be experienced if you comparing moving a kinematic rigidbody with rigidbody.movePosition(works) with moving a kinematic rigidbody with updating it's transform.position value (doesn't work)
-
manabadico
Jun 29, 2018 05:43
Expected: When you use a nav mesh agent with a rigidbody, it should update the collisions and physics required for the block to move with it
Actual: It's being moved without updating the physics calculationsReproduced on: 5.6.5p1, 2017.1.3f1, 2017.2.1p3, 2017.3.0p4, 2018.1.0b5
Regards:
https://wp.me/9bau2/ -
Gooren
May 14, 2018 17:31
Unfortunately still reproducible with Unity 2017.4.3f1
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Resolution Note:
Will be fixed as part of substantial refactoring work planned for the NavMeshAgent.
More information will be communicated on the Navigation forum. https://forum.unity.com/forums/navigation.79/