Search Issue Tracker
By Design
Votes
0
Found in [Package]
1.1.5
2.0.3
Issue ID
NAVB-126
Regression
No
The generated triangulations ignore the shape of the NavMesh and penetrate the Terrain when generated
How to reproduce:
1. Open the “NavMeshTest“ project
2. Open the “Gym“ scene
3. Open the “NavMesh“ GameObject in the Inspector
4. Bake the NavMesh
5. Under the NavMesh Surface component click on the “Generate Triangles” button
6. Disable the “Model“ GameObject (For visibility)
7. In the Scene view, ensure Show NavMesh is enabled
8. Observe the NavMesh and the generated triangulations of the NavMesh
Expected result: The NavMesh triangulation matches the NavMesh
Actual result: The generated triangulations ignore the shape of some of the “ramps”, penetrate the terrain
Reproducible with: 1.1.5 (2022.3.47f1), 2.0.0 (6000.0.13f1), 2.0.3 (6000.0.20f1)
Could not test with: 1.0.0-exp.4 (2021.3.44f1) (Could not resolve the package issue)
Reproducible on: macOS 14.6.1 (Intel), Windows 10 Pro (22H2)
Not reproducible on: No other environments tested
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
- Animation Clip with Legacy enabled does not play when Time.timeScale is set to 0 despite Update mode set to "Unscaled time"
- Rename is enabled on subfolder empty space - "Can't rename to empty name" warning
- SamplerState Property Missing Anisotropic Filtering
- Visual glitches when using Handles API
- The RGBA color values are inconsistent when comparing two identical colors set in the Inspector
Resolution Note:
The behavior is by design and it is described in the manual page of the function NavMesh.CalculateTriangulation()
https://docs.unity3d.com/ScriptReference/AI.NavMesh.CalculateTriangulation.html
"The returned mesh contains only the triangles used for pathfinding. It does not contain the detail that is used to place the agents on the walkable surface. This can be noticeable on locations with curved surfaces."