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Weird navmesh artefacts #28
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Hi, I see dotted line, and bake setting Default Area - Walkable. You can override tile shape by "Use Mesh Prefab", as you do. Also, enable compress bounds, it will increase bake time, but also will delete excessive tiles. |
But does it matter? Because I use ColliderType.Grid, not ColliderType.Sprite. Oh! I've just managed to fix the problem! See my fix in the code below. This is part of NavMeshBuilder2d.CollectTileSources() method. I don't understand why it fixed the problem. It was just a lucky guess. I wonder what was the issue...
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Hi, Yes, it does matter if you bake Geometry https://github.com/h8man/NavMeshPlus/wiki/HOW-TO#used-geometry As for code above, I assume there is a bug. If both "Override Grid" and "Use Mesh Prefab" are used, than "size" is overwritten and does not correspond to grid's cell size. |
Yep, this works! Thanks! |
I have weird navmesh artefacts. You can see them in the screenshot. I managed to fix them by adding a quad rotated (90, 0, 0) and referencing it in Use Mesh Prefab setting of the NavMeshSurface2d. I don't understand why this fixed the problem, but somehow it worked.
But for me this solution feels like just a workaround. I think there should be no artefacts in a first place.
P.S.: thanks you very much for such a great tool
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