Nagivation doesnt work with static meshes
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- Dominant language
- C#
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Description
Release Type: Official Release
Version: 4.2.0.2149
Platform(s): Windows
Describe the bug
Nagivation mesh ignore all static meshes
To Reproduce
Steps to reproduce the behavior:
- Create new project
- Add simple navigation configuration as in the official tutorial
- Add a plane and some cube
- Add static colliders for both
- Add infinite mesh to plane
- On collider shapes of the cube, add static mesh and reference itself
Expected behavior
Navigation mesh should update and use the cube as a wall or obstacle
Screenshots
With static mesh
With cube shape (how it should look)
Additional context
- Its not a visual problem, characters navigation doesnt work
- Using a convex hull works good, but it cant be used as a workaround
- Creating a collider shape asset doesnt work
- I tried on master and it doesnt work either
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Reproduce the issue in a new project on Windows using the official navigation setup, a plane with an infinite mesh, and a cube with a static collider and referenced static mesh. Compare the static-mesh result with the working convex-hull and cube-shape cases; done means the navigation mesh uses the cube as an obstacle and character navigation avoids it.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100