I scanned the attached image according to the RecastGraph inspector setting.
And trees also use the same Default layer as the topography.
But I don’t understand why the tree part is created like that.
As a result of checking, there is no collider or mesh in the location.
Hi
That does indeed look odd. Can you turn off meshes until you find the one that is causing this?
It is possible that this bug has been fixed in the beta version (A* Pathfinding Project).
Yes, thank you for your answer.
I’ll get the beta version and check it out.
Oh, I’m sorry.
I checked and found that it is a problem with wooden mesh.
I haven’t checked it in detail yet, but there seems to be a collider inside.
But it can’t be checked in the editor’s scene window either.
Thank you for your quick reply.
In this way, after deleting and scanning certain sub-objects of the tree, it works properly.
Thank you.
Great!
By the way, you may want to raise your “Max Edge Length” field on the recast graph to produce a cleaner navmesh.
Yes, I’ll try it.
Thank you.