Possible NavmeshCut Bug

Just noticed that cut objects that are in a disabled hierarchy are still used to cut the navmesh (I keep a disabled library of level chunks in the scene to speed up generation of subsequent levels, so closed doors in my chunk cache were blocking off navigation in the active level). Assuming that’s not intentional, wanted to get the bug logged. Super easy fix for anyone who runs across that, just change NavmeshCut.cs line 48 from:
if (allCuts[i].enabled && Intersects(b, allCuts[i].GetBounds())) {
to:
if (allCuts[i].gameObject.activeInHierarchy && allCuts[i].enabled && Intersects(b, allCuts[i].GetBounds())) {

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Thanks!

I have fixed it in my development version.