Search Issue Tracker
Postponed means that the issue was either a feature request or something that requires major refactoring on our side. Since that makes the issue not actionable in the close future we choose to close it as Postponed and add it on our internal roadmaps and technical debt pages instead.
Postponed
Votes
0
Found in
2018.2.0f2
Issue ID
1068590
Regression
No
NavmeshAgents do not recognize all of the baked Navmesh when spawned by PrefabUtility.InstantiatePrefab
How to reproduce:
1. Open attached project "BugPrefabInstantiate.zip" and scene "BugInstantiate"
2. In Hierarchy window, select "Spawn Prefabs (Bug)"
3. Enter Play mode
4. Observe red spherical gizmo and agent spawn position
Expected result: spawned navmesh agents treats ground as walkable and stay in the red sphere
Actual result: spawned navmesh agents treats ground as not walkable and teleports to the nearest walkable point
Reproducible with: 2018.2.3f1, 2018.3.0a8
Could not test with: 2017.1.5f1, 2017.4.9f1, 2018.1.9f1 (due to an error)
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
- Fixing Message Loss in UMPE During Domain Reload
- The Editor freezes when ScheduleReadOnly of IJobParallelForTransform with dependency is used
- Text is truncated in the Inspector when the display scale is set to 150%
- CancellationTokenSource(<timeout>) has incorrect cancellation status when used in WebGL Player
- VFX property value names are cut off when properties with 'Arc' are viewed in the VFX Blackboard
Resolution Note:
Will be fixed as part of substantial refactoring work planned for the NavMeshAgent.
More information will be communicated on the Navigation forum. https://forum.unity.com/forums/navigation.79/