Navmesh baking creating weird shapes

Hey, I am baking a navmesh and I am getting this weird Navmesh wall.

My navmeshgent can navigate it and cross but jumps to the height of the wall when he crosses it. As my camera is tracking the player, this is causes my camera to jump up and down for a split second when it happens.

Any ideas why the baking process is causes this? The settings are pretty standard and I dont think the geometry is really that complicated.

1 Like

Encountered similar issue, but in my case it was NavMeshSurface splitting (creating a crack) at a visually ordinary mesh. Similar to this question

The way I’ve solved it (I am using NavMeshSurface unity official extention, in unity 2017.2) was to override and adjust the Tile Size by a small amount, different to the default one.

Voxel size is also an option, but it’s more resource consuming and is directed at capturing the fine details. Regardless, adjusting Tile Size worked best for me

1 Like