Hello. Please watch the video below and tell me if this is normal. The character moves with point and click through the path. Perfect!
But if you see in the first image, I adjusted the volume so that the character has a tiiiiiny walkable area to walk through between the two static obstacles (even smaller than the model) and it still walks through it!
In the second image I show you the gizmos of the radius of the navMeshAgent component, and the radius of the capsule collider. It seems that neither of this is taken account.
So I ask you. Is this normal?
I want the Agent not to walk through an area that’s smaller that the component collision radius, Agent radius or whatever. Is this possible? Does the Unity crew plan to head to this approach if it isn’t possible?
And here’s the script in Agent if someone cares. Although I don’t think it is related:
The red area in the image shows what can’t be reached because of the agent radius. So as long as there is at least some non read area the path can be walked.
Any idea on when we’ ll get the new pathfinding? In the roadmap it says it is in alpha stage. Will it be in 2016?
I signed for the user research program up. I emphasized in the navigation while I was filling the survey up. As it says, they accept beginners too.