Search Issue Tracker
Fixed in 2018.1.X
Fixed in 5.6.X, 2017.1.X, 2017.2.X, 2017.3.X
Votes
8
Found in
5.5.0f3
Issue ID
930830
Regression
Yes
NavMesh is generated differently depending on the world position of the object
To reproduce:
1. Open the project, attached by the user (NavmeshBug.zip)
2. Open the "NavmeshRepro" scene
3. Open Navigation window
4. Observe the NavMeshes in the scene
Expected: NavMesh generation doesn't depend on the world position of the object
Reproduced in 5.5.4f1, 5.6.0f3, 5.6.2p3, 2017.1.0f3, 2017.2.0b3
Fixed in 2018.1.0a1
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
- Limited information is provided when a Shader Compiler timeout occurs
- Search list view elements size setting is not preserved across other Search tabs
- Player crashes upon launch when a folder is deleted as a prebuild step
- Crash on System.RuntimeType:IsAssignableFrom when entering Play Mode in a specific scene
- Text and background colors contrast makes item list difficult to read when selected in Search window
BenHymers
Jul 20, 2017 13:20
For anyone that finds this issue - it's also to do with a break in the navmesh. A bug I reported got resolved as a duplicate of this one; here's my repro project for more information:
https://github.com/hymerman/unity-bug-repro-break-in-navmesh-on-tile-boundary