Comments (4)
Hello,
Are you using composite collider? Its hard to tell what's happening.
Put break point into Mesh GetMesh(Collider2D collider) to verify that collider collected
If collider is added but does not affect the mesh, look at transformation. Everything should be flat on surface.
Try to use "override vector" (1,1,0), it will multiply every source with this vector.
Also take a look at your scenario in demo project SampleSceneCollider2d.unity
https://github.com/h8man/RedHotSweetPepper/blob/master/Assets/Scenes/SampleSceneCollider2d.unity
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Thanks for the example in the demo project.
After comparing the projects and stepping through the debugger, I think I found the cause of the issue.
The issue in my setup was that my sprite was placed in the root of the scene and so it was not detected by the NavMeshBUilder2d
. If I put my sprite as a child of my Grid
GameObject, it is detected and the nav mesh is baked as expected. I am not sure if this is how the system is meant to work or not, I'd appreciate your feedback on how to organize the scene structure.
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Hello,
Yeah, this statement missing in documentation. "Collect Objects" options are not supported, its always child.
Sorry for inconvenience, I will update documentation.
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Thanks!
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