You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I want to report a potential issue when spawning nav agents on an existing mesh.
As a reference, I did open the following issue (To which I couldn't respond for a long times due to special circumstances, sorry for that): #154
After a lot of troubleshooting and nothing really making any sense, It worked in another scene where I replicated the demo, but then I saw it didn't when I programmatically spawned navAgent on the mesh, returning an error message saying it didn't find a close enough mesh. I did find a workaround by disabling the nav agent component and re-enabling it in the "start" function. it then finds the "closest mesh" and works normally from there.
All these times, I thought my mesh wasn't good and that I wasn't refreshing it properly but It was just fine.
So yeah. I think the nav agent might try to find the mesh before it's actually ready and thus, doesn't find it. I'm not sure exactly.
Just as reference, the code for me enemy that uses the mesh:
Hi,
I want to report a potential issue when spawning nav agents on an existing mesh.
As a reference, I did open the following issue (To which I couldn't respond for a long times due to special circumstances, sorry for that): #154
After a lot of troubleshooting and nothing really making any sense, It worked in another scene where I replicated the demo, but then I saw it didn't when I programmatically spawned navAgent on the mesh, returning an error message saying it didn't find a close enough mesh. I did find a workaround by disabling the nav agent component and re-enabling it in the "start" function. it then finds the "closest mesh" and works normally from there.
All these times, I thought my mesh wasn't good and that I wasn't refreshing it properly but It was just fine.
So yeah. I think the nav agent might try to find the mesh before it's actually ready and thus, doesn't find it. I'm not sure exactly.
Just as reference, the code for me enemy that uses the mesh:
and just in case the way I instantiate it is important, here's the code:
The text was updated successfully, but these errors were encountered: