Search Issue Tracker
Fixed in 2022.2.X
Fixed in 2020.3.X, 2021.2.X, 2022.1.X
Votes
1
Found in
2020.3
2020.3.11f1
2021.1
2021.2
2022.1
Issue ID
1373302
Regression
No
The navigation system returns an incorrect path when links are involved
How to reproduce:
1. Open project "Test.zip"
2. Open "SampleScene" Scene (Assets>Scenes>SampleScene)
3. In the Hierarchy window select "Target"
4. In the Inspector window change Position "X" value
5. Observe the green path in the Scene window
Expected result: Path is not ignoring the exit point
Actual result: Path ignores the exit point
Reproducible with: 2020.3.20f1, 2021.1.25f1, 2021.2.0b17, 2022.1.0a13
Could not test with: 2019.4.31f1 (Errors: "Assets/Scripts/NavMeshComponents/Editor/NavMeshAssetManager.cs(44,73): error CS1061: 'PrefabStage' does not contain a definition for 'assetPath' and no accessible extension method 'assetPath' accepting a first argument of type 'PrefabStage' could be found (are you missing a using directive or an assembly reference?)")
Note:
- When moving "Target" to different positions in some of them the path is working as expected
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
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Resolution Note (fix version 2022.2):
Fixed in: 2022.2.0a1
Resolution Note (fix version 2022.1):
Fixed in: 2022.1.0b4
Resolution Note (fix version 2021.2):
Fixed in: 2021.2.9f1
Resolution Note (fix version 2020.3):
Fixed in: 2020.3.27f1