Search Issue Tracker
Fixed
Fixed in 2021.3.13f1, 2022.1.21f1, 2022.2.0b13, 2023.1.0a16
Votes
3
Found in
2021.3.6f1
2022.2.0b2
2023.1.0a4
Issue ID
UUM-10109
Regression
No
Trigger volumes are included in nav mesh generation for NavMeshSurface when geometry is set to Physics Colliders
Volumes set to triggers should be excluded from navmesh generation as there's no real reason to need it. It actively harms regular use cases, causing confusion and breaking nav pathing, or requiring navmeshmodifiers on each trigger to be manually ignored.
Reproduction steps:
1. Open the attached ‘NavMeshSurfaceIncludesTriggersRepro’ project
2. Open the ‘Repro’ Scene
3. Observe the ‘NavMeshSurface’ GameObject in the Inspector
4. Click on the ‘Bake’ button in the ‘NavMeshSurface’ component
Expected result: The NavMesh is not generated on the GameObjects with the 'Is Trigger' Box Coliider
Actual result: The NavMesh is generated above the ‘Cube Trigger’ GameObject
Reproducible with: 1.0.0-exp.4 (2020.3.35f1, 2021.3.5f1, 2022.1.9f1), 1.1.0-pre.1 (2022.2.0a18, 2023.1.0a2)
Reproduced on: macOS 11.6 (Intel)
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
- Search field in UI Builder's Library has no character limit
- Changing the value in UI Builder by dragging increases it by a few thousand points when reaching the borders of the screen
- ARM64 architecture DLL incorrectly copied instead of x64 when building for Windows x64
- Crash on TypeTreeIterator::GetNode when opening a specific folder
- Crash on WriteSerializedAssetsV2 when (re)entering the Play Mode in a specific project when IEnumerator Start() is used
ge01f
Sep 19, 2022 11:20
It is insane that this is not an option, and on by default. Who wants to navigate around a collider trigger, which are used all meshes to trigger events.