Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.4.0f3
Issue ID
822362
Regression
Yes
NavMeshObstacle carving causes NavMeshAgent to teleport
Reproduction step:
1. Open the attached project.
2. Open and play the "MainScene".
- After few seconds obstacle is instantiated inside navmesh and it causes agent to teleport(GIF attached).
Regression introduced in:
* 5.3
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
- [VFX Graph] Base Color Map Inconsistency between Lit and Unlit Ouput
- [HDRP] Water is using the wrong depth when calculating absorption for alpha clipped transparents with depth prepass enabled
- [VFX Graph] Emissive isn't working with Decal output
- Gizmos are not drawn in Game view and Render Graph Execution errors are shown when stacked Overlay Camera is used and 'Compatibility Mode' is disabled
- Crash on WalkTypeTreeInternal when selecting the Texture of a specific FBX
nscrivanich112325
May 18, 2020 21:36
Still not fixed in 2019.3.7f. What I did to resolve this issue was I simply decreased the radius of the agent's obstacle avoidance.
unity_dA5TCa2krrACsQ
Mar 30, 2020 15:58
2019.3.0a5... Still not fixed.
pjccccc
Jun 26, 2019 14:43
I fixed this by changing scale setup. You may see actual NavMeshAgent's size by clicking them
Mathius123
Jun 07, 2019 08:35
This is absolutely not fixed in 2018.3.8f1. Can we please get an update or at least a workaround? It's over a year now and this hasn't been fixed.
Pavelluden
May 10, 2018 20:37
definitely not fixed in 2017.3.1f1
michaelwolf95
Jan 18, 2018 01:45
Ran into the same issue in Unity 2017.3.0f3.
BakeMyCake
Jan 16, 2018 17:36
Just ran into this issue in 2017.3 - NavMeshAgent still teleports.
XBagon
Mar 31, 2017 18:34
I just tried this in 5.6.0f3.
My NavMeshAgent still teleports, when carving is activated on the deactivated NevMeshObstacle.