A specific prefab is not being considered by Astarpath

  • A* version: 5.3.8
  • Unity version: 6

I have a prefab with a box collider with Default layer, instances of which Astarpath doesn’t count as obstacle. The Default layer is enabled in the layer mask.

May need some screenshots of your graph settings and collider settings. Other objects on Default work fine?

Other objects work fine

Your collider is only .4m tall. I can’t tell enough from just these two sceenshots but your graph is offset to 5m, and is 11.5m tall. If I were in your project I’d check the differences between this working watering can (I don’t see it working I just see it…on the green, btw, not scanned.) then you may want to see if it’s collider is setup/placed differently.

Failing that you can upload a copy of the project and I can poke around.

Ok, I tried increasing collider’s height and then it was recognised. I also tried decreasing agent max step height, and that also helped. So if it’s because the collider’s height is lower than agent’s step height, what should I do so the agents are able to walk on this prefab?

If you want them to be able to walk on it, like give the top of it a navigable area, you can set it to a layer that is not an obstacle.