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failed to allocate offmeshlink exceeding maximum count 65535

Discussion in 'Navigation' started by radiantboy, Dec 20, 2019.

  1. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Ive strarted seeing this in my game, any ideas why it has just started happenign and how to resolve? I have a very large scene split into 3 cities, is there a way to have a different navmesh for each one ?
     
  2. Whipexx_DigitalSun

    Whipexx_DigitalSun

    Joined:
    Aug 8, 2017
    Posts:
    18
    Never encountered that particular issue, but from my experience the base pathfinding has a bad time with really large/complex surfaces. You might also get partial paths when you should be getting complete ones due to length.
    ¿Do you really get a path that goes through more than 65k links? If so maybe try to reduce that amount of offmeshLinks.
    You can split the navmesh, but as far as I know I'm afraid you'll need to handle paths that cross navmeshes yourself.
    You could also try using a custom nav Agent if the problem is on the NavAgent side and not the actual path calculation; if it is you could use the NavMeshQuery (still experimental).
     
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  3. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Looks like I had everything marked navigation static, including plants etc, managed to get it below by changing some items to none nav static. Thanks!..