Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.1.5
2.0.3
Issue ID
NAVB-126
Regression
No
The generated triangulations ignore the shape of the NavMesh and penetrate the Terrain when generated
How to reproduce:
1. Open the “NavMeshTest“ project
2. Open the “Gym“ scene
3. Open the “NavMesh“ GameObject in the Inspector
4. Bake the NavMesh
5. Under the NavMesh Surface component click on the “Generate Triangles” button
6. Disable the “Model“ GameObject (For visibility)
7. In the Scene view, ensure Show NavMesh is enabled
8. Observe the NavMesh and the generated triangulations of the NavMesh
Expected result: The NavMesh triangulation matches the NavMesh
Actual result: The generated triangulations ignore the shape of some of the “ramps”, penetrate the terrain
Reproducible with: 1.1.5 (2022.3.47f1), 2.0.0 (6000.0.13f1), 2.0.3 (6000.0.20f1)
Could not test with: 1.0.0-exp.4 (2021.3.44f1) (Could not resolve the package issue)
Reproducible on: macOS 14.6.1 (Intel), Windows 10 Pro (22H2)
Not reproducible on: No other environments tested
Comments (2)
-
adriant
Jan 06, 2025 14:01
There is currently no way to retrieve the "detail" triangles of the NavMesh data.
It might be helpful to know that any triangle edge that is a boundary between different area types on the NavMesh belongs to both a "simple" and a "detail" triangle. In other words, creating a difference in area type on the NavMesh brings the "detail" mesh at the same elevation as the "simple" mesh on that boundary edge, and thus keeps the two representations closer together near that edge.
-
logan4179
Dec 18, 2024 19:26
Is there a way to get this data?
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
- Duplicate External Textures start appearing when a Texture created with "CreateExternalTexture" is modified causing Memory Usage spikes on VisionOS
- Silent crash when using a "Blend Shape" in a "Skinned Mesh Renderer" to move vertices to Vector3.positiveInfinity, and "Occlusion Culling" is baked
- Some Prefab Source and Override content bounds are misaligned
- The Package Manager's "install packages by..." panels break when Domain Reload is triggered, and the panel is open
- Crash with multiple stack traces when leaving a docked VFX Graph open
Resolution Note:
The behavior is by design and it is described in the manual page of the function NavMesh.CalculateTriangulation()
https://docs.unity3d.com/ScriptReference/AI.NavMesh.CalculateTriangulation.html
"The returned mesh contains only the triangles used for pathfinding. It does not contain the detail that is used to place the agents on the walkable surface. This can be noticeable on locations with curved surfaces."