Hey all, I'm working on a small FPS game using Unity microgame, its been pretty fun but I'm having a small issue with the nav code in some areas. The regular code is meant to have premade levels, but I am using randomly generated levels. It seems to be affecting the nav code a lot and I'm trying to make it work. If I can't make standard unity navmesh work I might look into using the A* pathfinding code. I often get errors like this one: RuntimeNavMeshBuilder: Source mesh SM_Env_Ground_Tile_09 does not allow read access. This will work in playmode in the editor but not in player UnityEngine.AI.NavMeshSurface:BuildNavMesh() the mesh is different, but the error seems to be the same. When I go to the actual script that is wrong this the line: Code (csharp): var data = NavMeshBuilder.BuildNavMeshData(GetBuildSettings(), sources, sourcesBounds, transform.position, transform.rotation); I'm not entirely sure what the problem is but if anyone has any ideas I would love to hear them
Kinda late, but I thought I would provide the fix seeing as I got this error earlier and this question did not get answered - the problem stems from reading/writing on the Mesh being disabled. Meshes which are imported into Unity appear to have this disabled by default. You can re-enable it by going to the imported model and setting 'Read/Write Enabled' to true under the Import Settings in the inspector. To check if a Mesh is readable as runtime just check its .isReadable property