Search Issue Tracker
Won't Fix
Votes
0
Found in
2018.4
2019.4.3f1
2020.2
Issue ID
1263441
Regression
No
Trajectory of the path is re-calculated incorrectly when using NavMeshSurface
Reproduction steps:
1. Open the attached project ("case_1263441-Pathfinding.zip")
2. Open the repro scene ("Test")
3. Enter Play Mode
4. Press A to start the pathfinding
5. Inspect the agent moving to the destination
Expected result: Agent avoid obstacles and reaches the destination
Actual result: Agent re-calculates the path and goes through the corner of the obstacle
Reproducible with: 2018.4.26f1, 2019.4.9f1, 2020.1.3f1, 2020.2.0a21
Note: The issue does not reproduce when using regular NavMesh instead of NavMeshSurface
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
- Texture Sampling overlap causes graphical errors on specific Graphics APIs and Devices when using Framebuffer Fetch
- [Android] AssetBundle loading performance degradation when loading from a local Assetbundle
- [iOS][Android] Reflection with Generic Class returns unexpected values
- Shader Variant Collection Asset UI is hard to read when multiple Shaders and keywords are added
- Regression for "WebGL build is missing "malloc" and "free" functions when passing "-sERROR_ON_UNDEFINED_SYMBOLS=0" to emscriptenArgs"
Resolution Note (2021.1.X):
This issue is a limitation of the current NavMesh algorithm and cannot be solved without fundamental changes in the code. The current code, usually gives the global optimal solution, but it is not guaranteed. There can be some special cases (like this example) for which the code gives a near-optimal, not the global-optimal solution.