Search Issue Tracker
By Design
Votes
0
Found in
5.6.1f1
Issue ID
925391
Regression
Yes
Asset Serialization Mode Force Text saves NavMesh in binary
To reproduce:
1. Open the project, attached by the tester (forceTextBug.zip)
2. Bake the NavMesh
3. Find the baked NavMesh in the Assets folder
4. Open it with any text editor
5. (Optional) Check Asset Serialization Mode in Edit -> Project Settings -> Editor
Expected: NavMesh asset is saved as a text file if Asset Serialization Mode is set to Force Text
Reproduced in 5.6.0a6, 5.6.1f1, 5.6.2f1, 2017.1.0f1, 2017.2.0b1
Did not reproduce in 5.5.2f1, 5.6.0a5
Regression introduced in 5.6.0a6
By design: The NavMesh data is now forced to be serialized in binary format - this means it overrides the editor settings (if set to text).
Comments (1)
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on CallWindowProcW when entering Play mode for the second time and running the Editor in the background while using System.Windows.Forms functions
- 2D Freeform Light shadows disappear when light center is offset from shape bounds
- Crash on MarkAllDependencies when opening scenes with Assets from the YarnSpinner package
- Crash on CollectAllSceneManagerAndObjectIDs when opening a specific Scene
- GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast
Graeme-Zengami
Sep 28, 2017 05:23
Great, where was the notification about this. Just spent a couple of hours chasing down why our NavMesh data was invalid or corrupt ... Since Perforce had these at text as that is what we asked for and was working... Changing to Binary fixes the issue... but really Unity, how to lose the ball on this one... Great JOB!!!! :(