Search Issue Tracker
By Design
Votes
0
Found in
5.4.2f2
Issue ID
869943
Regression
No
NavMeshAgent is not added when loading scene from AssetBundle
Steps to reproduce:
1. Open User's attached project
2. Open scene "Main"
3. Press Play. Notice: object is moving, a magenta line is seen, in Console: m_NavMeshAgent.isOnNavMesh:True
4. Build the project
5. Open build
Result: Object is not moving, a magenta line is not seen. NavMeshAgent is not created. Player Log file outputs: m_NavMeshAgent.isOnNavMesh:False
Reproduced with: 5.6.0b5, 5.5.1f1, 5.4.4p3, 5.3.7p2.
Note: reproduced with Windows, macOS, iOS.
Workaround:
1. Create an Empty Object in your scene
2. Add a Nav Mesh Agent component to that Object
3. Build AssetBundle
By Design:
The issue is that code stripping does not know about the nav mesh in the asset bundle, so it gets stripped out in the build. Use BuildPlayerOptions struct (https://docs.unity3d.com/ScriptReference/BuildPlayerOptions.html) and set the assetBundleManifestPath property to the main asset bundle manifest file generated when asset bundles were built.
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Error in Shader Graph Assets/Samples/Shader Graph/17.1.0/Production Ready Shaders/Lit/URPLit.shadergraph: Graph is generating too many variants…” error is thrown after importing Shader Graph Samples
- ComputeShader cannot access the depth element of RenderTexture targeted by an HDR camera
- Search in the Console window highlights wrong text when text contains HTML attributes
- Particle System doesn't always play when ParticleSystem.Play() is called
- Build Profiles: The vertical and horizontal window lines are different colors and this is not consistent with the other engine windows
Add comment