Title.
Even with the modifier, this is happening around this tiny rock. I’m baffled that this is the default behavior. It’s significantly below the step height. Any explanation as to why this is happening?
Another heads up that this rock is a tree, not a normal GameObject.
Hi
Is the RecastNavmeshModifier on the same GameObject as the one with the collider? Is the collider perhaps placed in a child object?
The RecastNavmeshModifier only applies to the same GameObject, not any children.
Also, make sure you are using the latest version of the package, as I believe there were some bug fixes made relating to this in 5.4.5. Specifically when filtering out colliders/meshes in trees.
It’s hard to tell without exploring the scene myself, but most likely what is happening is that the recast graph notices that there are VERY steep slopes at the sides of that rock. Slopes steeper than the Max Slope Angle in the recast graph settings will become unwalkable, regardless of how small they are. This is a known issue which I have been trying to solve, but it’s a surprisingly tricky problem. Ideally the agent should be able to walk over small obstacles even if they violate the max slope angle. But it’s quite hard to implement this without also breaking other cases where people want the agent to be blocked.
I’d recommend your current approach of excluding the rocks from the navmesh generation altogether. It will be faster and more reliable.




