I noticed that some Navmesh Cut objects on some cubes in my scene were not cutting properly depending on how the cube was rotated. What I’ve found is that if I enable the “Use Rotation and Scale” option on the Navmesh Cut, it actually causes the object to have no depth along some of its axes.
This video shows an example of this:
Basically, the cube here as a 2x2 Navmesh Cut, with height 2. When the scene starts, it properly cuts the navmesh, as expected, and you can see the Navmesh Cut gizmo properly bounding it. But if I rotate the cube and then step forward one frame to cause AStar to update, notice how the cut becomes just a sliver, and the gizmo for the Cut gets skewed.
If I turn off “Use Rotation and Scale”, it cuts properly again, but obviously looses any orientation accuracy.
This is on a brand new Recast graph, set to rasterize colliders. Does it look like I’m using navmesh cuts incorrectly here? Am I wrong to think that “Use Rotation and Scale” should allow the object to be rotated arbitrarily?