For some reason sometimes but not always agents get stuck at high angle places. This particular agent never reaches the end of path. I don’t have a screenshot but there are also cases where the “crease” is in the middle of the path instead of the end and the agent gets stuck halfway to their objective.
I’m on version 5.4.6 of pathfinding and unity 6.1.12f1, but this bug was happening in 5.2.something too.
I’m generating a custom mesh for the navmesh.
Also even without this bug, my follower entities never seem to reach their target? I have to use _isAtTarget = pathFinder.reachedEndOfPath && !pathFinder.pathPending; instead of reached the end because even when they reach the end normally it doesn’t work properly. Is it because my “destination” point is usually flying some distance above the navmesh?
I tried making the agents smaller, and I tried playing with the stop distance, but neither seem to change anything.
Yeah this was my first line in inquiry- I see that they’re “at their destination” so I was wondering about that. Do the destination reaching issue & not climbing correctly issue always happen in tandem? Or do they seem to be completely separate. You also said you’re generating your custom mesh, Are you able to test this on a hand-made mesh and feed that as the navmesh?
If you’re able to provide a video, those are always very helpful as well.
The destination issue and the climbing/angle issue is separate. I didn’t try a handmade mesh because the mesh I’m using is generated on runtime (one of the reason I paid for this asset, runtime 3d mesh based path-finding!).
I’ll try to get a case where the angle issue happens during the path instead of the end and get a video.
Funnily enough while writing this out I noticed the “remaining distance” is accurate, unlike the “reached end” or “reached destination” variables, so I swapped to use that instead and it’s seemingly working better, at least during my short testing.
Gotcha If you still run into issues, I’d recommend trying it on a handmade mesh too just in case. If it is indeed that we can always work around it somehow