what am I doing wrong this time… my navmesh agents aren’t working when I build and run on device, everything works in editor. ADB log says:
E/Unity ( 6819): "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
It’s as if the nav mesh disappears when building?
edit ok I bit the bullet and tried a desktop build as well (osx) - the navmesh doesn’t work there either. Am I missing some option or something?
edit 2 Alright I figured it out… I use LoadLevelAdditive to fake a loading screen as I’m a Unity free user (can’t use LoadLevelAsync). Turns out this confuses things enough to break the nav mesh. The reason it was working in the editor was simply because there I was running the project directly from the scene with the actual level in it, whereas when I made a build I went through the splash screen, the menu, then the loading screen… and that’s where it breaks. So now I’m without a loading screen again until I get annoyed enough by missing the pro features and cough up the cash for a pro license…
Yo, almost 7 years ago, you solved this and it saved me today. This is the only answer from a google search and sure enough when I load in from my “fake loading screen”, it bugs in the editor too. Proving this is the same issue.