Comments (5)
Show you component setup. Is it physics based?
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I have the polygon collider set to trigger for the camera so it doesn't screw up the player movement, and the edge collider for the space the player and enemies can walk within the room.
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Package rely on Unitiy's collider-to-mesh implementation. Via debug you may want to check returned mesh
As a workaround you create non-walkable object to subtract unwanted pats of a mesh.
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Okay, thank you very much!
from navmeshplus.
I think I found the issue: having the edge collider further up in the order of the components than the polygon collider caused the baking to go wonky for some reason
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Related Issues (20)
- How i can re-bake in the game mode.
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