Since latest update Scan Navmesh graph isn't connecting to vertical triangles

  • A* version: [5.4.4]
  • Unity version: [6000.2.2f1]

I have been using the navmesh graph for non planar movement prior to this update and it was working well. Now when I scan the graph it no longer draws connections between vertical triangles and other triangles, though it does draw them between other vertical triangles. Do you know if there is a way to restore this functionality? I am relying on the non-planar movement quite heavily and it was working very well before.

What version were you on previously, if you remember?

I only started about a month to two months ago so it was just the previous patch. I don’t remember the exact number but it was the one right before this one. I am also not ruling out that I messed up a setting somewhere, but I tried to be very thorough that it was the same. I checked all my old navmesh graphs that are saved in there to make sure that they now don’t work either.

If you’re comfortable sending me this mesh I can see if it works on my end.

Sounds like a good idea to me, how do you want it sent? Can do email or discord or whatever works.

I created a WeTransfer link that lasts for 3 days. Let me know if this works, or if you have any questions on it. Happy to do whatever is needed to resolve it.

Thanks for that. Yeah I can’t get it working well either… I thought maybe it’d be a normals issue or something of the sort but yeah no success on my end either. I’ll tag Aron to take a look at this :+1:

That’s strange. For me, it definitely works, as long as I make sure to uncheck “Recalculate Normals” in the navmesh graph settings:

I have had recalculate normals unchecked for all iterations of the navmesh graph, but I did find something interesting. If I unchecked affected by navmesh cuts it successfully graphs the connection. I also then tried removing my objects on flat ground with navmesh cuts and then recalculating the graph with affected by navmesh cuts checked and it also worked.

It seems adding a navmesh cut component to an object nowhere in the vicinity causes triangles on the vertical plane to not connect to other triangles.

Affected by navmesh cuts applied with one navmesh cut obj on the map

Unchecked affected by navmesh cuts box with the navmesh cut obj object still on map

Distance between navmesh cut obj and location I am showing (all vertical plane triangles are affected)

Removed navmesh cut obj and graph works even without recalculating

I did notice something kinda weird– the rest of the map, for me, does this when I have affected by cuts turned off:

versus turned on with a navmesh cut cube:

Both with Recalculate Normals off.

Do you think it will be possible to get navmesh cutting functioning on the flat portions of the graph without interfering with the non planar portions of the map?

Hello, I just wanted to follow up on this. Do you know why the navmesh cut is causing issues with the rest of the navmesh graph?

Not sure sadly, that’s a question for Aron. I did however go back to 5.3.8 to test if this works better in that version but I had the same issue as on the new version. Do you have a backup of your project that you can use to confirm whether or not this issue is related to the update? You can use the scoped registry to try previous versions if you don’t.

I do not have a previous version I can test. I can try the scoped registry but my guess is it has nothing to do with the update. I added that navmesh cut item at about the same time as the update so incorrectly identified the cause. Let me know if there is anything else I can look into for you or Aron. My game needs both the vertical movement and placement and removal of buildings cutting the navmesh, so anything I can do to help with getting both working at the same time would be great.

The fun part about debugging are red herrings :smiley: /s

But yeah Aron will get back to you on this one. I’m not sure what kinda math goes on under the hood when Navmesh Cut is applied myself.

Hi

I’ll see if I can do something about this.

In the meantime, you can work around the issue by making the walls only slightly sloping (like 89 degrees instead of 90 degrees).

Thank you, that workaround can definitely work for now. I have plenty of time before I start finalizing my navmesh. Appreciate the help looking into it.