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0
votes
Fixed

Crash when using Static Cubes and Terrain for NavMesh

AI

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Apr 28, 2015

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Version/s: 5.1.0b4

To reproduce: 1. Open attached project 2. Open Tests cene 3. Enter play mode Expected result: Play mode starts Actual result: Crash Read more

0
votes
Duplicate

crash when entering play mode with NavMesh baked

AI

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Apr 28, 2015

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Version/s: 5.1.0b4

To reproduce: 1. Open attached project 2. Open Test scene 3. Enter play mode Actual result: Crash Expected result: Play mode enters Read more

0
votes
By Design

[NavMeshObstacle] Object orientation changes cause re-carving of NavMesh

AI

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May 15, 2015

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Version/s: 5.1.0b6

Steps to reproduce: 1. Open attached project 2. Open scene 'scene' 3. Enter play mode and open scene view (with play mode on) 4. Se... Read more

0
votes
Fixed

Crowd.Proximity.Collect takes a long time with idle agents

AI

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Jun 02, 2015

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Version/s:

Users see that when having idle agents with tiny radius the time sent in processing proximity query explodes. http://forum.unity3d... Read more

0
votes
By Design

[NavMesh] Not walkable plane under walkable one causes not walkable regi...

AI

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Jun 15, 2015

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Version/s: 5.1.0f3

Steps to reproduce: 1. Open attached project 2. Open scene "navtest" 3. Notice that "navtest > c(1)" is not walkable mesh. Others a... Read more

0
votes
Won't Fix

[NavMesh] [Auto-OffMeshLink] are not always generated correctly on terra...

AI

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Jun 25, 2015

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Version/s: 5.2.0a4

To Reproduce: 1. Open scene test or create a new terrain. 2. For example set 'Jump distance' to ~8.5 bake. 3. Reduce it to ~7.5, ba... Read more

0
votes
Fixed

Navmesh.FindClosestEdge.normal NaN, NaN, NaN

AI

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Jun 19, 2015

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Version/s: 5.0.2f1

Read more

0
votes
Fixed

Strange hiccup in navmesh bake result

AI

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Jul 06, 2015

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Version/s: 5.1.1f1

Read more

0
votes
Fixed

Can't bake NavMesh while building Lighting

AI

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May 26, 2015

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Version/s: 5.0.1f1

Reproducible on 5.0, 5.1, 5.2; Repro steps: 1. Create an empty 3D scene with a default terrain; 2. Paint something into the terrai... Read more

0
votes
Fixed

NavMeshAgent.hasPath is false when agent is crossing an OffMeshLink

AI

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Jul 27, 2015

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Version/s: 5.2.0b4

hasPath becomes false on OffMeshLink Run "test" scene in attached project. Agent is folowing to destination and there is an OffMesh... Read more

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