I’m using a recast graph and all I have on the ground is just giant rectangular blocks (which only have a box collider and a mesh renderer attached). They go through the ground so they’re definitely intersecting with the terrain, and the recast graph works! …for most of them.
Here’s a few pictures showing one particular block. It seems to think there’s an opening somewhere in the block and it creates a path that goes inside of it, even though this is the same block used for the rest of the map! the only difference is its scale.
hello!
I downloaded the pro beta version and copied everything over and yup, this building no longer has the weird ‘bleeding’ issue!
However, this was happening with two types of buildings, and the other building type is still having issues. The navmesh seems to completely ignore this building although it is part of the same layer the recast graph is masking. The first picture is just to show that the building does go down past the ground level, so it’s not floating off the ground or anything like that.
Since the other building was fixed, I’m wondering if maybe I just have some variable in the settings of the recast graph that I’m not setting right? What do you think it could be?
Ah, sorry for taking a while to respond; I just sent you a message with a link to the zip file containing the project where I tested out the pro beta version.
Actually, the scripts are doing what they should, however my scripts should have enforced a limit to avoid it happening (not sure why that code is not there, I clearly remember adding it when I wrote the system). What is happening is that your walkable climb is higher than your walkable height. So it is saying that it is valid for an agent to climb up on that yellow box. However since the walkable height it so low, it is also valid for it to stand inside the box (you can see that it has generated a navmesh inside the box).
My scripts should have enforced that walkable climb <= walkable height because if that is not true, there are some issues that can occur when generating the navmesh. I have added this to my dev version.
Anyway, the main problem with your settings is that the walkable climb is set to a too low value.