My problems with Unity Navigation

You only need to fart and it’ll throw a hard exception along the lines of “can only be called on an active agent that has been placed on a NavMesh.”

Which is kind of bull because it says the same thing for a large amount of things. Certainly it doesn’t help in narrowing any problems trying to use it. Please be specific why something fails, or better yet - do not throw hard exceptions and instead let us do all sorts of things. Let us query the state of the agent - so what if your stuff failed? so what if the user used it wrong? Let it fail, let them query with a command why it isn’t working and resolve it ie moving the character manually and so on…

I find Navigation performs well but isn’t a very sociable Unity Citizen.

3 Likes

I fully agree, I have written a wrapper for the navagent to make this go away.

@Jacob_Unity please have a look :).

It’s just feedback mixed with terror at potential runtime exceptions.

Does it work with trees in the terrain yet?