Navmeshing in AR

I’m using Vuforia’s ground plane stage to generate a world. On this world, there are little characters that spawn at runtime (children to the world) and are navmesh agents to the world. In the editor in play (using a standard camera without AR), this all works fine and the characters roam around as expected but when I build for android and the world is generated they spawn really high up and roam around in an area nowhere near the cube. Any help is appreciated because I’m stumped!

For those who are still looking for an answer for this problem;

Click on AR Camera which is on your scene, then there is a script attached to the AR Camera which is “Vuforia Behaviour” script. It has “World Center Mode” option and “DEVICE” is selected as default. You need to change it from “DEVICE” to “SPECIFIC_TARGET” and as a target you should choose your “Image Target”. After that, your Nav Mesh Agent should be working very well in AR as it works with normal camera.

I’m facing the same problem and i ve been googling this for some time and still no answers.
As a workarround , still not tested and not a clean solution is :
I already have a plane attached to my Ground Plane Surface ( or Image Target ) so i need to generate a nav mesh at runtime on that plane.
Downside : Big scalled plane will take so much time to generate a nav mesh and with little scale, it may be not enough surface for your player movements.

Hi all.

When Instantiating objects that will act as NAv mesh agents, is 100% recommended to change its position, but also use Warp function to be sure they “go in” the namesh area.

You need also to check the agents offset so the mesh do not appear too high or under the navmeshareara.

Ps: If post some image of scene, inspector, icheracy, etc… maybe we se something else!

Bye! :smiley: