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Fixed in 2021.2.X

Fixed in 2021.1.X



Found in





Issue ID




PathQueryStatus.Success is returned in a Script but the Path can't be resolved when using a highly detailed NavMesh

AI Navigation


How to reproduce:
1. Open the attached project's "" Scene labeled "SampleScene"
2. Enter the Play Mode
3. Click the topmost Button to see a resolved Path shown
4. Click the Button below and Inspect the Console Window

Expected result: The Path is resolved and there are no errors in the Console Window
Actual result: The Path is not resolved and an error is thrown in the Console Window

Reproducible in: 2019.2.13f1, 2019.3.0b11, 2020.1.0a14
Couldn't test with Unity 2018.4.13f1 and lower versions (Errors are thrown in the Console)

Note: Changing the NavMesh Surface Component's Tile Size to a lower value fixes the issue in some Transform Positions on the Mesh

  1. Resolution Note (fix version 2021.2):

    The maximum number of nodes the NavMeshNodePool supports is 65,535. A check and exception has been added to prevent the instantiation of a node pool with improper size. The documentation will now reflect the valid range of values, 0 to 65,535. Fixed in Unity 2021.2.0a4

  2. Resolution Note (fix version 2021.1):

    Fixed in Unity 2021.1.14f1

Comments (2)

  1. hertz-rat

    Apr 20, 2020 10:37

    My navmesh agents are also failing to find paths when the path is too long, but I do not get a console error and when I log the status I see 'invalid' instead of 'partial.'

    My map is maybe 200x300 in size (but u shaped), has no moveable navmesh obstacles, and no offmesh links. By attempting to travel via two separate move actions, there is no problem getting from A to C.


  2. Whipexx_DigitalSun

    Jan 10, 2020 10:53

    To be expected, but also reproducible in 2019.3.0f1.

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