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T-Junctions in CalculateTriangles

Discussion in 'Navigation' started by Volcore, Feb 1, 2021.

  1. Volcore

    Volcore

    Joined:
    Jan 14, 2020
    Posts:
    24
    Hi,

    we're using NavMesh to build the navmesh, and then extract it using the CalculateTriangles function. This has worked well so far, but now in one created navmesh, there seems to be a T-junction, see attached screenshots.

    As you can also see from that, moving the colliders out a bit (second screenshot) removes all T-junctions. It appears to have something to do with the colliders touching the x = 0 axis.

    Untitled-1.png

    Untitled-2.png

    Is this working as intended from the NavMesh side (ie. does CalculateTriangulation() allow for T-junctions to exist)?
     
  2. Volcore

    Volcore

    Joined:
    Jan 14, 2020
    Posts:
    24
    Note on the visualization: we're rendering the triangles slightly inset, with magenta edges indicating exterior edges, and grey edges indicating interior edges with a neighbor. Red lines are the edge normals.
     
  3. Volcore

    Volcore

    Joined:
    Jan 14, 2020
    Posts:
    24
    Another note: we're using Unity 2020.2.1f1