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I created an algorithm that creates a different ground every time the game starts, so I bake with NavMesh Surface at runtime (only once when the game started). The problem is navmesh agent do not touch the ground as it must be. its y position is set to 0, but when the game starts its y position updates to "0.08240414".

Here is some screenshots to hopefully help you to understand the problem better.

agent

baked scene

New One
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  • check where your colliders end.. chances are they are below its "feet" should it have them – BugFinder Jul 24 '23 at 19:07
  • or the ground colliders are above the visual and the surface is higher than it should be. – hijinxbassist Jul 24 '23 at 19:36
  • @BugFinder I checked where agents' colliders end. Even though they were not below, I edited the colliders to stay strictly above, but that didn't work. – New One Jul 24 '23 at 20:42
  • @hijinxbassist Every ground piece had their own mesh collider with untick Convex. When I ticked it, the colliders look fine, not above the visual. Whatever I removed mesh colliders but didn't work. – New One Jul 24 '23 at 20:43
  • So. There are likely the colliders to do with the rigid body. The controller and the colliders. – BugFinder Jul 24 '23 at 20:51
  • @BugFinder I'm not sure if I understand right, but if you're saying what I understand, There is not a rigidbody. I use character controller for agents. – New One Jul 24 '23 at 20:58

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