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The hit bool refers to whether the position is blocked (areaMask) while scanning the path some distance ahead. See also the example code in the...
Looks like the result is correct: The returned mask matches the default walkable area type namely 1<<0 . The return value is false because the...
This is by deliberately not implemented as an async operation - as we want to provide a snapshot of the geometry in the bounds/world/root - if...
remainingDistance returns the remaining distance of its current path - meaning while a path is being calculated (pathPending is true) the...
Yes it makes sense. We're currently working on a low-level api for pathfinding queries, which aims to support what you suggest - ie. balancing...
Sounds like a bug then, please submit a reproducible project/scene (when you find a "bad" seed) - post the case # here - and we'll have a look.
A couple of things to check: • Maybe the navmesh is there - but dips under the renderer geometry - (temporarily disable the rendered mesh to...
Yes the 'autoTraverseOffMeshLink' controls the movement behaviour over the link (automatic or not) - it does not decide whether the link is...
The navmesh data is stored in the https://docs.unity3d.com/ScriptReference/AI.NavMeshData.html object. You can keep a reference to these object in...
Ok - i think i misunderstood the problem then. Are you trying to move over a link ? That is not supported by 'nextPosition' - It only traverses...
Which version of Unity are you using ? We do have an issue in 5.6 and below - where agents can get stuck at creases when moved "manually" - but...
We have a severe bug in f1 - which is fixed in f2 - where agents are not mapping correctly to navmesh surface instances. It could be causing the...
correct – each agent type can only 'see' navmesh built for its own type. In the editor you can use the 'Agents' tab to add/remove/modify agent...
I'm not aware of anything we've done to mess that up - are the static flags looking OK in your project 2017.1.0f1 ? (esp. navigation static)
If you select the prefab instance the inspector reads : "Select the Prefab asset to bake or clear the navmesh". If you select the prefab asset -...
With the default settings navmesh patches with an area less than 2 (square length units) will be removed from the generated navmesh (see also:...
no - only thoughts so far. We might add a special serialize/deserialize API for navmesh - e.g. between NavMeshData and byte array.
Yes that's normal - see also : https://docs.unity3d.com/ScriptReference/AI.NavMesh-pathfindingIterationsPerFrame.html
Have you tried increasing the step height as suggested in the warning ?
I believe this is fixed in : https://unity3d.com/unity/qa/patch-releases/5.6.1p2