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Player Walking Though Nav Hole

Morning,

So my nav mesh with hole is having no affect on my player. Once the trapdoor is open the new nav nesh is called in action list as trapdoor opens, and in start of scene (TrapdoorSituation cutscene - variable check if trapdoor is open) - other scenes work fine, but there is only one nav mesh in other scenes. This scene has two and it is called.

See video and screenshots here:

https://www.dropbox.com/sh/jo8q6yyozl70ycx/AAAJXn4EKnUTLnsI2wMgn3Zpa?dl=0

Comments

  • Your NavMesh has no hole defined in its Inpsector.

    For a NavMesh to have a hole, the hole must come from a separate PolygonCollider that is used to "carve out" the hole from the main NavMesh.

    See the Manual's "Polygon Collider pathfinding" chapter for details.

    Alternatively, you can rely on the original NavMesh and use the Scene: Change setting Action to add/remove a hole to it at runtime.

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