I’ve recently been testing the pathfinding in Unity 3.5 beta. In our project, we use a terrain which has a number of trees on it. We have created the tree colliders properly. (They work when using a Character Controller.)
When I bake the Navigation on the terrain, it doesn’t appear do anything about the trees on the terrain. Our characters which use the pathfinding walks along the terrain properly, but just walk through the trees when using the movement from Nav Mesh Agent. What can I do to get the trees to be part of the pathfinding / Navigation Mesh?
This is not fixed in 4.x still - I have a terrain with trees on it and navmesh generation is still breaking my navmesh generation.
this is ridiculous.
Try putting primitive colliders on the trees. Navmesh agents work differently than character controllers or rigidbodies. Do you get the same problem with imported mesh collider? And convex?
Also, try placing your trees so that they penetrate the terrain slightly. If you place a collider above the ‘ground’ the navmesh computing won’t recognize it and treat the area beneath it as walkable.
,An issue where terrain based trees were disregarded when baking NavMesh has been fixed for the next release of Unity.
An issue where terrain based trees were disregarded when baking NavMesh has been fixed.
I expect this to be in for the next release of Unity 3.5.
The was an issue with trees in terrains being disregarded when baking navmesh.
This has been fixed. Expect it for the next release of Unity3.5.