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Comments (8)

h8man avatar h8man commented on May 17, 2024

Hello,

NavMeshPlus is making proxies for Unitity's NavNesh System on "bake" and does not affect Agent or any calls to NavMesh.

Make sure that Agent is on NavMesh, that their Z values are equal. Also take a look at demo project for any tips https://github.com/h8man/RedHotSweetPepper

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GamesBySaul avatar GamesBySaul commented on May 17, 2024

Hello,

NavMeshPlus is making proxies for Unitity's NavNesh System on "bake" and does not affect Agent or any calls to NavMesh.

Make sure that Agent is on NavMesh, that their Z values are equal. Also take a look at demo project for any tips https://github.com/h8man/RedHotSweetPepper

Thanks for the quick reply.
I will check the Z values now, but they all appear to be the same value, unless the tilemap has done something (by that I mean I did something wrong).
After further testing two interesting things, I realised:

  1. If the agent that is stuck has another agent walk into it, it will start walking again.
  2. The agent that is stuck its velocity goes to 0 and gets stuck at that, so a little workaround I have found is that I can add a tiny amount to its velocity and round to nearest int and it sorts itself out nicely.

Wondering if those two things change anything? :)

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GamesBySaul avatar GamesBySaul commented on May 17, 2024

Hello,

NavMeshPlus is making proxies for Unitity's NavNesh System on "bake" and does not affect Agent or any calls to NavMesh.

Make sure that Agent is on NavMesh, that their Z values are equal. Also take a look at demo project for any tips https://github.com/h8man/RedHotSweetPepper

Also sorry, I just checked your example scene.
With using a tilemap is there any issue getting the navmesh to check its children and get physics colliders rather than render meshes?

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h8man avatar h8man commented on May 17, 2024

@GamesBySaul ,

Here is sample for non-tile-mapped scene https://github.com/h8man/RedHotSweetPepper/blob/master/Assets/Scenes/SampleSceneNoTileMap.unity

And here for physics collider
https://github.com/h8man/RedHotSweetPepper/blob/master/Assets/Scenes/SampleSceneCollider2d.unity

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GamesBySaul avatar GamesBySaul commented on May 17, 2024

@GamesBySaul ,

Here is sample for non-tile-mapped scene https://github.com/h8man/RedHotSweetPepper/blob/master/Assets/Scenes/SampleSceneNoTileMap.unity

And here for physics collider
https://github.com/h8man/RedHotSweetPepper/blob/master/Assets/Scenes/SampleSceneCollider2d.unity

Thanks will check them out, I have kinda solved the issue, so I will close this now, thanks again for the help

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MikeSemicolonD avatar MikeSemicolonD commented on May 17, 2024

I've come across nearly the exact same issue and the solution mentioned here fixed it.

For me it seems to occur when you set a destination, and the NavAgent's X position matches that of the destination's X position. If I call SetDestination multiple times with the same target I get this jittery movement.

Moving the NavAgent a tad to the left/right (by setting it's velocity) gets it moving properly which is very odd.

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GamesBySaul avatar GamesBySaul commented on May 17, 2024

I've come across nearly the exact same issue and the solution mentioned here fixed it.

For me it seems to occur when you set a destination, and the NavAgent's X position matches that of the destination's X position. If I call SetDestination multiple times with the same target I get this jittery movement.

Moving the NavAgent a tad to the left/right (by setting it's velocity) gets it moving properly which is very odd.

Been a while since I touched the project (on hold...indefinitely 😂) but glad it worked! It's little "hacky" things like that which make me love dev (and also hate it)

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MikeSemicolonD avatar MikeSemicolonD commented on May 17, 2024

I've come across nearly the exact same issue and the solution mentioned here fixed it.
For me it seems to occur when you set a destination, and the NavAgent's X position matches that of the destination's X position. If I call SetDestination multiple times with the same target I get this jittery movement.
Moving the NavAgent a tad to the left/right (by setting it's velocity) gets it moving properly which is very odd.

Been a while since I touched the project (on hold...indefinitely 😂) but glad it worked! It's little "hacky" things like that which make me love dev (and also hate it)

It is what it is. Out of the huge suite of tools & packages Unity and other users offer, there's bound to be one or two things that don't work correctly.

I just wanted to leave a comment explaining the conditions needed to get (and bypass) this bug.

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