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Navmesh agents can't handle hills?

Discussion in 'Scripting' started by austin_farmer90, Jun 7, 2014.

  1. austin_farmer90

    austin_farmer90

    Joined:
    May 4, 2014
    Posts:
    42
    Hey everybody, I'm trying to set up some off mesh links on for my navmesh. So I have a hill that leads up to a small cliff that the AI should then be able to jump off of. The problem is that whenever I place a pathnode on top of the hill it becomes unreachable. The AI wont even try to go up the hill, let alone use the off mesh link. I've tried positioning it in all sorts of different ways so its not where its at on the navmesh. And all of my other pathnodes work fine the only difference is that this ones on a hill, not to mention it was working before I put the hill there.

    Can someone please help me out with this one, it's really starting to aggravate me.:(
     
  2. ElvisAlistar

    ElvisAlistar

    Unity Technologies

    Joined:
    Oct 2, 2013
    Posts:
    226
  3. austin_farmer90

    austin_farmer90

    Joined:
    May 4, 2014
    Posts:
    42
    Ahh, you were pretty close. Turns out it was a mixture of step height, radius, and min region area. I had to generate about 10 navmeshes before I got it just right. But thanks for setting me on the right track, I really appreciate the help :)
     
  4. Josiah_Kunz

    Josiah_Kunz

    Joined:
    Jun 8, 2017
    Posts:
    9
    I found this result recently via Google. I've run into the same problem with having the player walk over a hill. The solution was to reduce the voxel size. Unity recommends a minimum of 0.125, but I did 0.05 and it works perfectly.