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Navmesh holes when using changing "cell swizzle" & tilemap orientation #35

@zxubian

Description

@zxubian

Steps to reproduce:

  • add a Grid
  • set swizzle to XZY
  • Add 2 tilemaps to the grid
    • make one the ground, adding navmesh modifier and overriding the area to "walkable"
    • make the other one the walls, adding navmesh modifier and overriding the area to "unwalkable"
    • set both tilemaps' orientation to xz
  • add a NavmeshSurface2D to an empty object
  • set up the agent size etc
  • bake

Issues:

  • while the navmesh is correct for the indoor walls, there's a gap between the indoor area and the outdoor area, disallowing agents to enter/exit the building (see first image below)

image

The issue does not appear when the swizzle & tilemap orientation settings are left at their defaults. (see image below)

image

Specs:

  • Unity 2020.2.1f1
  • NavMeshPlus: latest (from Git)

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