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Nagivation doesnt work with static meshes #2326
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If you enlarge the box does the mesh still work with the surface of the mesh? Im curious because I know I used a static mesh at one point for terrain on the old recast nav mesh and it worked for that at least. |
Nope, i cant make it work, i have tried with fbx and glb, so its not that. Im looking the code and the ColliderShape of the StaticCollider is alway null when using a StaticMesh. I think thats the problem. |
I should be able to look into this a bit this week. The file type should not matter so long as the collider is created, it uses the information from Bullet to create the nav mesh. Can you also try to downgrade your project to 4.2.0.2122? Im wondering if one of the PRs may have had a larger affect than intended. #2262 |
tried 4.2.0.2188, 4.2.0.2149, 4.2.0.2122 and 4.2.0.2042, not working on any |
got it working in my branch https://github.com/Doprez/stride/tree/fix-static-collider-mesh seems like it has to do with reading asset data that isn't immediately available in editor for some reason. |
its not working on my machine, i tried that 2 weeks ago and it didnt work :( |
I did some more messing around and a new issue now is the editor full crashes when more than one static mesh is added to the collider shapes. |
So, something thats odd but seems to work is if you create your physics meshes while the navigation stuff is deleted it seems to be fine. the crash seems to be the fault of |
Wait.... even in 4.2.0.2188 I can get the static meshes to work. As long as I don't use a procedural mesh at least. The current issues seem to be related to using procedural meshes as the static mesh or trying to create a compound mesh for the static mesh. Another important thing to note is that there is a bit of lag with how meshes are updated due to transforms being updated after the mesh is built
The PR I have at least fixes the procedural mesh issue but I am struggling to find the solution for compound meshes, it goes pretty deep. |
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:
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
The text was updated successfully, but these errors were encountered: