Clipping objects with navmesh agent

Hello everybody,

Please refer to a question I’ve asked in Unity’s answer page
My goal is to avoid navmesh agents going through the child objects of other agents, and avoid the child objects clipping with each other.

This is very important as this is a VR simulation for my masters degree and it’s not looking too well when people see this happening.

Brief update on what has been done:

  1. I’ve put a Navmesh Obstacle, very small one, on the carts - but it’s too costly and the Navmesh Agents are rigid about it.

  2. had a Navmesh agent on each cart! but the cart will lose its rotation and I can’t have it at the right rotation… agent.UpdateUpAxis doesn’t seem to work for me, although it was eccepted as the right answer in one of the answers.

  3. Tried having a cube in the cart, and a rigid body and in Import I’ve selected the Generate Collider.

Neither of those are going to work well. Navmesh agents doesn’t care about colliders (so 3’s out of the way), and both 1 and 2 places a navmesh agent/obstacle as a child of a different agent, which isn’t going to work very well.

The situation from the screenshot in UA seems much more complex than anything Unity’s built-in navmesh solution can handle. You need the character to move in a way where it avoids it’s cart hitting other character’s carts. That requires pathing and local avoidance for agents with polygon shapes. I don’t think I’ve ever seen an off-the-shelf solution for that problem.

You were right… navmesh agent as a child is messy…