Search Issue Tracker
Fixed in 5.3.0
Votes
0
Found in
5.2.0b4
Issue ID
715370
Regression
No
NavMeshAgent.hasPath is false when agent is crossing an OffMeshLink
hasPath becomes false on OffMeshLink
Run "test" scene in attached project. Agent is folowing to destination and there is an OffMeshLink on it's path:
- before link: hasPath = true;
- on a link and one frame after: hasPath = false (expected true);
- after link and till the destination: hasPath = true;
Comments (1)
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
- [Android] Stage information is not logged when Log Shader Compilation is enabled
- [Vulkan] The memory allocation increases rapidly when there are multiple (three or more) Real-Time Reflection Probes in the Scene
- [macOS] Library folder of the opened project can be deleted which leads to the crash
- “Default Scene” dropdown field contains a spelling mistake “Default Builtin”
- Editor crashes on PPtr<Mesh> after adding Text Mesh and Cloth Components to the same GameObject
silvershunt
Mar 07, 2017 17:39
Is this really resolved?
Please post the "test" scene that was mentioned on the description. I want to use the scene file to re-check. I am using 5.5 and experiencing this issue. On my scene file, I have two small NavMeshArea islands. After running the scene, the agent gets to moved back and forth in a sort of loop, between the off-meshlink immediately after arriving on the opposite side, and even before reaching the destination. Workaround is to use "remainingDistance" or "Vector3.distance".