Search Issue Tracker
Fixed in 5.3.0
Votes
0
Found in
5.3.0a3
Issue ID
727785
Regression
No
When Destination is far away from the NavMesh, the agent does not go to closest spot on Navmesh
To reproduce the issue follow the steps:
1. Open attached "New Unity Project 9 - AI Test" project
2. Open "Untitled" scene
3. Enter play mode
Expected result: Cube goes to spot directly above Sphere
Actual result: Cube does not walk to the spot
Note: If the sphere is moved directly upwards to be closer to NavMesh, the Cube starts walking
Note#2: If the Destination is too far away from the NavMesh, then SetDestination will return false and the agent will not work. To go around this, set the destination to a closer point to NavMesh itself.
Comments (1)
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
- Volumetric fog shader variants are missing from build when "Strict Shader Variant Matching" is disabled
- Unnecessary modifications clutter the Scene when using a RectTransform driven by a LayoutGroup in a Prefab
- Files in the target folder are deleted without a proper warning when building an iOS project
- Character animation freezes when toggling animator on/off in a coroutine
- Certain textures are incorrectly marked in the render pass list when observed through Render Graph Viewer
DanjelRicci
Feb 01, 2018 09:34
This issue is still alive in Unity 2017.3.0p3. I'm getting mad trying to get a workaround for this since we really need to push some updates. NavMesh.SamplePosition works almost ok, while NavMeshAgent.SetDestination totally fails most of the times and gets a point on seemingly random parts of the NavMesh.