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Official Experimental AI Navigation Package

Discussion in 'AI & Navigation Previews' started by mplantady_unity, Jun 16, 2021.

  1. darashayda

    darashayda

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    Thank you nonetheless.
     
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  2. bfoddy

    bfoddy

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    Mar 27, 2012
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    77
    The package hasn't been updated since they moved it over from Github a year ago. Really seems like Unity has abandoned navmesh functionality altogether, given that the built-in stuff is also not being updated despite the existence of serious bugs in the baking system. We're going to look into using third party alternatives.

    The OP of this thread has not even posted on the forums since August.
     
    Last edited: May 26, 2022
  3. filod

    filod

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    Oct 3, 2015
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    actually they mute about the dev, see this to get the newer version https://docs.unity3d.com/Packages/com.unity.ai.navigation@1.1/changelog/CHANGELOG.html
     
  4. Onigiri

    Onigiri

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    Aug 10, 2014
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    Holy ... it's alive
     
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  5. hippocoder

    hippocoder

    Digital Ape Moderator

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    :O :O :O

    The navigation team never do manage to navigate to the forums do they? Must be a URL carving bug.


    Joking aside, please note:
    • Minimum supported version is increased to Unity 2022.2
     
  6. bfoddy

    bfoddy

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    <
    lol
     
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  7. Kichang-Kim

    Kichang-Kim

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    Oct 19, 2010
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    Wow. So Unity does not have official stable nav-mesh package for 2021.3 LTS. There are only experimental packages until 2022.2 ...

    Seriously?
     
  8. hippocoder

    hippocoder

    Digital Ape Moderator

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    The packages are just C# tooling though - you get all the source and can nose through it. Used it for years to bake without islands inside etc.

    Still, the naming does put people off a lot, and that's Unity's decision (tm).
     
  9. jacob_unity577

    jacob_unity577

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    Jan 19, 2022
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    2
    Why do trigger volumes get included in nav mesh generation for NavMeshSurface when geometry is set to Physics Colliders? And there's no option to not include triggers?

    This seems like behaviour that nobody would want
     

    Attached Files:

    mplantady_unity likes this.
  10. Daxten

    Daxten

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    Sep 20, 2013
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    lol, I'm not sure why you should trust in unity with these decisions / communications in the long run. This is navigation, there should be a stable core library (with runtime support)

    they just abandon their projects left and right
     
  11. zt3ff3n

    zt3ff3n

    Joined:
    Feb 19, 2016
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    Running 2021.3.4f1. Can't seem to add the package to the project. Even the previous version which is listed for 2019.4+ in the docs. Am I doing *it* wrong. Or do we really have to convert the project to 2022 beta ?

    upload_2022-8-21_16-52-42.png
     
  12. VitruvianStickFigure

    VitruvianStickFigure

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    Jun 28, 2017
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    For the record this is still unstable as heck. The moment I include it (the most recent, non-experimental version) in a project, I end up with rendering errors on URP (including completely dropping my terrain textures even in edit mode), minute-long loading times for navigation mesh generation, and other issues.

    I could forgive that, it's in pre-release now; but what irks me more is that they put together a several-part video tutorial back in 2017 on it, and it's still not available in late 2022. Why put together a tutorial for a hypothetical, and at least partially closed-source, feature? It literally wasn't even out of experimental yet.

    Don't get me wrong, I don't believe in trolling; I try to keep my comments real and honest, but constructive. That said, I believe that Unity's built-in navigation system is functionally and fundamentally broken without these features.

    (I am, literally, now building my own system on the last LTS and ignoring traditional navigation meshes entirely. I have a two-month deadline, so this hurts quite a bit.)

    Was it not possible to release a stripped-down portion as a package, and leave more advanced features in experimental and pre-release?
     
  13. TJHeuvel-net

    TJHeuvel-net

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