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Question Remove LOD from Navmesh baking?

Discussion in 'Navigation' started by Vaupell, Feb 25, 2023.

  1. Vaupell

    Vaupell

    Joined:
    Dec 2, 2013
    Posts:
    302
    I am generating terrain and nature, however when i bake the navmesh tree LODS and other things that should not effect the navmesh is still being considered by the baker.

    Example: upload_2023-2-25_13-55-7.png

    I tried to fix it by removing the mesh collider which ofcourse unity is still after 10 years unable to support, and use a single capsule collider, also added a navmesh obstacle to the root object of the prefab.

    Then on each of the LODs i make them walkable,,

    upload_2023-2-25_14-0-37.png

    However the results are still the same, unusable area below the tree.. :(

    Any ideas how to make the navmesh bake all the way to the collider or obstacle and not uncluding Mesh/LODs.
     
    Michal_Stangel likes this.
  2. Onigiri

    Onigiri

    Joined:
    Aug 10, 2014
    Posts:
    469
    Disable navigation static flag from LODs?
     
  3. Michal_Stangel

    Michal_Stangel

    Joined:
    Apr 17, 2017
    Posts:
    151
    It has no effect on terrain Trees.
     
  4. Michal_Stangel

    Michal_Stangel

    Joined:
    Apr 17, 2017
    Posts:
    151
    Nice workaround, thanks for sharing.
    It shouldn't be too complicated for Unity to add to Terrain "Edit Tree" window an option to make prefab not blocking Navmesh.
    I have several small bushes spawned through "Paint Trees" and the fact that those are making holes in Navmesh is unpleasant and this workaround is not completely problem free.
     

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