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- How to bake NavMesh from script at runtime? - Stack Overflow
how to bake NavMesh in runtime from script I searched in Google but did not find some rendered scene and buttons including bake
- unity game engine - NavMesh wont bake at all - Stack Overflow
A NavMesh object was created The 'Source Bounds Extent' becomes very small after baking The navigation mesh does not appear on the screen at all, when normally it should appear in blue Wondering if anyone else had this problem recently or if there is something I can do to correct it
- Need help fixing Deleted Navmeshing - The Nexus Forums
Don't undelete a NavMesh that exists in the official DLC Only fix a Deleted Mavmesh that the CK deleted by making a copy of the previous vanilla NavMesh, then assigning both your edited navmesh and the deleting vanilla NavMesh to your plugin
- unity - navmesh - how to reduce space from colliders
My baked navmesh surface is avoiding a large space from the colliders For example, on picture above, I need my NPC to stays idle at the pink ball position, but Navmesh surface is not reaching that area
- NavMeshAgent in unity doesnt bake (Doesnt turn blue)
I made a few surfaces and a few agents, then when I wanted to make a couple more the old navs and new ones just stopped working it says it only works if you place navmesh on a land but that doesn't work, Im using 2020 3 11v of unity
- I tried using AI move to move my enemies, but they didnt move
AI MoveTo requires a navmesh For a 2D game such as yours, I would avoid using AI MoveTo and instead move the Actor directly With that said, if you want to continue using AI MoveTo here are a couple of reasons why your MoveTo may not work: missing Navmesh AI is spawned in at runtime (you'll want to set Auto Possess AI to Placed in World or Spawned)
- 2d - Agents not moving or getting stuck in nothing with AI Navmesh . . .
Agents not moving or getting stuck in nothing with AI Navmesh Unity 6 Asked 1 year, 4 months ago Modified 1 year, 4 months ago Viewed 785 times
- How to rotate NavMeshAgent toward its movement direction?
UPDATE: Changed to work with the 2d plane which is x-y while the original was a 2d plane in 3d which is x-z The steeringTarget is not equivalent to the direction vector Its the position of the target vector to get to The desired direction is more analogous to the steeringTarget - the agent's current position The actual direction of movement can be derived from agent velocity Your code
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