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Strange behaviour of navmesh baking

Discussion in 'Navigation' started by Xel_Naga, Apr 24, 2017.

  1. Xel_Naga

    Xel_Naga

    Joined:
    Oct 21, 2015
    Posts:
    48
    Hey!

    I'm baking skyscraper balconys for navigation.
    But result of bake is next:
    As you see, few balcons are marked for navigation. But why appeared those two big navigation areas?

    Setup for navmesh agent next:


    What I'm doing wrong or something wrong with model?
    Model consist of few parts, it's not solid.

    Also, if mark all parts of building, it throws next error in Unity Editor console:
    Code (CSharp):
    1. Cannot allocate navmesh - world too big. Please check the scene for excessive background geometry marked as 'Navigation Static'

    Model height - 800 unity points.
    Unity 5.5.2f1

    Thanks in advance!
     
  2. Taorcb

    Taorcb

    Joined:
    Mar 15, 2015
    Posts:
    39
    That seems pretty self explanatory to me. 800 "Unity points" is equivalent to 800 meters if you don't do anything funky with the unit scale. If you want to do balconies, I'd suggest only modelling the top few meters of it and using some camera tricks to keep the player from noticing. If you absolutely must have the ground as well, I'd create two different scenes with their own NavMeshes and load them additively.
     
  3. Xel_Naga

    Xel_Naga

    Joined:
    Oct 21, 2015
    Posts:
    48
    But there is no any ground in scene. Only this model.
     
  4. Taorcb

    Taorcb

    Joined:
    Mar 15, 2015
    Posts:
    39
    Then reduce the size of your model. Take out everything except the top parts that need to have NavMeshes.