-
Notifications
You must be signed in to change notification settings - Fork 185
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Half of Tilemap baked perfectly #122
Comments
Make sure that you don't have Unity Navigation.AI package, as we have name collisions |
I eventually figured out that my object with the NavMeshSurface component had an ever so slightly different X rotation than the tilemaps somehow -- setting each to be rotated 90deg manually solved my issue. looking back at the problem with that in mind, it makes sense. So I'm closing this -- thanks for your response and your library! |
Hmmmm. Its intentionally 89.98, as this rotation fixes Agent navigation on straight pass on Y. |
maybe I set something up wrong with my tilemaps in relation to that object and it's 89.98 XRot offset... but I have tried the following and none have gotten the desired result in the same way that switching that offset to a 90 has:
I will have to look into the workaround that is odd offset exists for and see if it's occurring for me at 90deg. So far the only configuration that has worked fully for me is making the Tilemaps container object a child of the NavMeshSurface/CollectSources object with the NavMeshSurface object XRot set to -90 and the Tilemaps container XRot set to 90. I should note just in case that the tilemaps are generated from LDtk via LDtkToUnity Unity 2021.3.17f1 |
this is a short/shitty gif of my agents running around (bottom left corner) -- this is with the hard 90deg XRotation (and the From what I understand that slight .02 offset was to solve stuck agents moving in the Y direction? I see a few of these guys going directly up crosswalks no problem, but it's possible I misunderstood that problem |
Can you send minimal test project for troubleshooting? |
sorry for the late response...I've somewhat moved on for now onto other projects. Unfortunately I don't have a minimal repo but this is the project I was working on when coming across this problem https://github.com/CMorooney/CannibalRunUnity (edit: quote formatting) |
I have 3 tile maps with
NavMeshModifier
sthe tilemaps under the
Walkable
are..well, walkable. And the others are not. You can see at the top half of the map the intention of the layers as the tool works beautifully.but I cannot for the life of me figure out why it's not all correct. I do notice some edges are white (instead of black) in the navmesh gizmo over the problem area, though that's not the only instance of that. Has anyone seen this? My Nav Mesh Surface GameObject just has
NavMesh CollectSources2d
andNavMeshSurface
components with default settings, rotated.The text was updated successfully, but these errors were encountered: