Anyone knows why my AI sometimes tries to walk through walls, despite the walls affecting navmesh? It doesn’t happen all the time, though.
For demonstration:
They wanted to enter the building, but instead of going trough the big entrance, they decide to try to walk through the wall (at least that’s what it seems like)
Great work so far. With the amount of information your video provides, I can provide a broad answer to your current concern.
There are a few options you can take a look into. The documentation provided here has a couple of different methods you can look into that render different results.
Feel free to read on the High-Level Comparison of Avoidance Methods section. This outlines the limitations of each option.
There are also a few navigation settings for you to look into in the Character Movement component.
Thank you for your reply, I have tried playing around with these things.
I have also tried in a clean project. For me it doesn’t appear like the Nav Agent Radius is taken into account when calculating a path. He seems to only be using the value I put into the RecastNavMesh in the Project Settings