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
- Mono Windows Builds don't produce full log callstacks when generating logs
- AssetBundles fail to load when running in Built Players for Mobile Devices
- UI elements with text gets bigger and grey when Player window is moved to another screen with different resolution
- System name accepts multiline text but crops it on confirmation, duplicates input, and shrinks the field when empty
- UI element scale and position are wrong in project build when DRS is changed with HDR and Software Dynamic Resolution enabled
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.