Unity 2018.2.15f1, AC 1.65.2
Easy enough to recreate:
> Load up the 2d Demo
> Create a dummy GameObject, and add a Polygon Collider2D to it
> From the NavMesh, "Create new Hole", and add the newly created Polygon Collider to it
> Press "-" to delete the hole, and Unity will throw an Argument OutOfRange exception
(The Object appears to be deleted, but after pressing Play it re-appears in the list)
As a small supplementary question, on the subject of NavMesh holes, while I'm here:
I'm currently working on a 2d isometric game using AC. I'm at an early stage, but I've got the core mechanics working, and it relies very much on carving holes in the NavMesh to make the 2d environment appear 3d (I know, I know, it would have been SO much easier if I'd just blooming well used 3d in the first place!)
Anyway, one thing I'd like some advice on, before I get too deep into level design, is what kind of likely limits are there on the number of holes you can carve before it starts to adversely affect game performance?
I appreciate that this is a bit of a "how long is a piece of string?" question, as it will be dependant on a whole raft of different parameters, but I've got the choice at this early point, of trying to create one large top level map (which I'd like to do, because it makes the game world more immersive), or split it down into a whole series of smaller interlinked ones
So, let's say a large scale map would have scores of buildings and objects, each with their own "hole" to carve in the NavMesh. Maybe a 100 or so objects. Does that seem feasible? I've got a sneaking suspicion that it's probably too much to ask, even with modern systems, and keeping the number of points on each Collider down to the barest minimum, but I thought I'd ask the question anyway
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