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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
3
Found in
5.5.0a1
2019.4
2020.3
2021.2
2022.1
2022.2
Issue ID
805160
Regression
No
[NavMeshSurface] Trees placed on Terrain are not taken into account when baking NavMesh
How to reproduce:
1. Open the attached project (TreeTest.zip)
2. Open scene Scenes/SampleScene
3. In the Hierarchy window, double-click on the GameObject "TreeLocation" to observe the Trees in the Scene view
4. In the Hierarchy window, select "NavMesh Surface"
5. In the Inspector window, under the NavMeshSurface component, select Bake
6. Observe the NavMesh in the Scene view
Expected result: the Terrain Trees are taken into account in the NavMesh
Actual result: the Terrain Trees are not taken into account in the NavMesh
Reproducible with: 2019.4.36f1, 2020.3.30f1, 2021.2.13f1, 2022.1.0b9, 2022.2.0a5
-
leondino0309
Aug 22, 2023 11:39
Also leaving this here for everyone with this issue (which are gonna be a lot of people now that it is forced with the newer versions of Unity).
This guy made a really good fix:
https://github.com/Malikir324/Unity-NavMesh-adding-Obstacles-To-Terrain-Trees -
leondino0309
Aug 22, 2023 11:12
Please fix this issue.
From Unity 2023 forward, the new AI naviagtion systems forces you to use NavMesh Surfaces, instead of baking it through the navigation window. (Unless you use the obsolute version, which shouldn't be neccesary.)
This means that in the newest versions of Unity it has become IMPOSSIBLE to bake terrain trees, without using outdated feautures with a warning that they will get deleted...
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Resolution Note:
This feature request has been added in NavMeshComponent backlog