I’ve been having this problem with my navmesh since forever and thought I should ask if anyone has good solution for it.
As you can see in the video below; the yellow spline represents a path that the agent will take to reach the goal. When it should clearly be a completely straight path, it instead zig-zags past, what appears to be, breaks or gaps in the nav mesh, caused by surrounding objects that affect it.
How can I improve my nav mesh to, at least, minimize these breaks?
Hello @ddibb1 ,
You could try disabling the Can Ever Affect Navigation option on the mesh that is generating this obstruction, as it may be causing unnecessary cuts in the NavMesh.
Another possible solution is to use the highest possible Cell Size and Cell Height values, as mentioned in the documentation, to reduce the NavMesh’s level of detail
I’m also sharing the Navigation documentation, which might be useful, as it presents other possible solutions to this type of navigation-related issue
Thanks for the reply! Disabling CanEverAffectNavigation might work for some smaller object, but as all characters, including the player’s characters in my game, are controlled by an AI controller and use the nav system to move around (think RTS controls), precision is very important. I think that kinda invalidates using very high Cell Size values as well.