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[SOLVED] navmesh not included in build (Android) ?

Discussion in 'Android' started by sakus, Aug 10, 2014.

  1. sakus

    sakus

    Joined:
    Oct 9, 2013
    Posts:
    47
    Hi,

    what am I doing wrong this time.. my navmesh agents aren't working when I build and run on device, everything works in editor. ADB log says:

    Code (csharp):
    1. E/Unity   ( 6819): "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
    It's as if the nav mesh disappears when building?

    **edit** ok I bit the bullet and tried a desktop build as well (osx) - the navmesh doesn't work there either. Am I missing some option or something?

    **edit 2** Alright I figured it out.. I use LoadLevelAdditive to fake a loading screen as I'm a Unity free user (can't use LoadLevelAsync). Turns out this confuses things enough to break the nav mesh. The reason it was working in the editor was simply because there I was running the project directly from the scene with the actual level in it, whereas when I made a build I went through the splash screen, the menu, then the loading screen.. and that's where it breaks. So now I'm without a loading screen again until I get annoyed enough by missing the pro features and cough up the cash for a pro license..
     
    Last edited: Aug 10, 2014
    RocketFriday and Deleted User like this.
  2. RocketFriday

    RocketFriday

    Joined:
    Jun 8, 2017
    Posts:
    4
    Yo, almost 7 years ago, you solved this and it saved me today. This is the only answer from a google search and sure enough when I load in from my "fake loading screen", it bugs in the editor too. Proving this is the same issue.

    Just had to reply and say THANK YOU!!!
     
    sakus likes this.