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Won't Fix

Won't Fix in 6000.6.X

Votes

1

Found in

2021.3.3f1

2022.1.5f1

2022.2.0a17

6000.0.68f1

6000.3.9f1

6000.4.0b9

6000.5.0a2

6000.6.0a1

Issue ID

UUM-2965

Regression

No

NavMeshSurface fails to build polygons for the lowest mesh inside the bounds

AI Navigation Core

-

Reproduction steps:
1. Open the attached project "Sample Project"
2. Open "SampleScene" scene (Assets/Scenes/SampleScene)
3. Open Navigation window (Window/AI/Navigation)
4. Bake the navmesh if it doesn't show up
5. Compare the right-most navmesh with the middle navmesh

Expected result: navmeshes are the same
Actual result: The NavMesh built by the NavMeshSurface is missing the lowest patch that exists in the NavMesh generated from the legacy "Navigation > Bake" window.

Reproducible with: 2019.4.22f1, 2020.3.0f1, 2021.1.0f1, 2021.2.0a11, 6000.5.0a2
Could not test (errors): 2018.4

  1. Resolution Note:

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

    Work around note: one way to work around the issue is to place a small cube anywhere lower than the meshes present in the scene. This causes the NavMesh builder to extend its bounds further down and correctly include all meshes in the calculations.

  2. Resolution Note (6000.6.X):

    Thank you for reporting a bug to Unity.

    We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available.

    Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.

    Work around note: one way to work around the issue is to place a small cube anywhere lower than the meshes present in the scene. This causes the NavMesh builder to extend its bounds further down and correctly include all meshes in the calculations.

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