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
- Too little validation messages in the "WebAssembly Language Features" Memory settings
- Project Settings Search Highlights are misaligned when using the Bitmap Text Rendering Mode
- "GetControlID at event ValidateCommand returns a controlID different from the one in Layout event" Warning is thrown when undoing the deletion of Sprite Shape Profile
- Memory related fields in the "WebAssembly Language Features" can be set to the negative numbers
- "WebAssembly Language Features" Header in the Player Settings has a smaller indentation
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".