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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

AI Navigation

-

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)

  1. 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/

Comments (2)

  1. 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 calculations

    Reproduced on: 5.6.5p1, 2017.1.3f1, 2017.2.1p3, 2017.3.0p4, 2018.1.0b5

    Regards:
    https://wp.me/9bau2/

  2. Gooren

    May 14, 2018 17:31

    Unfortunately still reproducible with Unity 2017.4.3f1

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