Navigation bakes inside colliders/meshes

  • A* version: [5.3.8]
  • Unity version: [2022.3.35f1]

Hello, thanks for great asset!

I’m trying to make simple scene with floor and obstacles. I’m using Recast graph and it was working fine before, but right now it bakes inside collider/meshes.
I changed obstacle models (created by my own in Blender).

Each obstacle has RecastNavmeshModifier:

  • GeometrySource: Collider
  • SurfaceType: Unwalkable Surface
  • Dynamic: false
  • Solid: true

Also sending you screenshot with graph settings. (There are 2 graphs for different agent radius and this trick worked with Unity navmesh and A*PP too before).

I tried convex colliders, non-convex colliders, meshes to bake (Geometry Source). Also I tried rasterize meshes and colliders.

Also there is a screenshot from the bottom - I don’t have faces in the bottom of my models, I’m not sure if it should work with it or no.

Hope to get answer soon.

Thanks!

Small update. Still researching. Looks like something wrong with my models. Default Unity cube doesn’t have this problem with different settings

Okay, I find reason for this. I hope it will be helpful for someone.

Even if you’re using Collider (convex or non-convex) you need to have faces at the bottom. I thought convex collider “should build lacking geometry” or I don’t know how to call it. Maybe there is still beter solution, because I always left static geometry models without bottom for optimization.

Problem was my lack of knowledge

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