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h8man avatar h8man commented on June 12, 2024

https://github.com/h8man/NavMeshPlus/wiki/HOW-TO#known-issues

Just tilt your navmesh (I'm not using Agents at all)

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michaelSchrier avatar michaelSchrier commented on June 12, 2024

The tilting unfortunately didn't work for me :( In my case using SetDestination to move the agent directly up or down seems fine. It's specifically when you use NavmeshAgent.Move.

Also are you using your own Agent solution? Would this still need me to tilt the Nav Mesh? It seems this is an issue with specifically Unity's implementation and how it treats movement in just the Y as "directly up" in 3D space and ignores it.

Edit: I have discovered that supplying a non-zero Z component to the vector also results in movement. The agent remains bound to the graph so it doesn't move at in all the Z. No x drift required.

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h8man avatar h8man commented on June 12, 2024
  1. I'm not sure why. Tilt was discovered by community and helped a lot of people.
  2. I'm using static NavMesh methods to find a path. Without Agent you totally loosing local obstacle avoidance. When I will implement good obstacle avoidance I will release the code.
  3. Seems plausible. Just drift on Z, nobody will se it) I need to test it before including into wiki

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