Why is there a navmesh difference between editor and runtime?

Hi,

I’m using a navmesh and ‘Move to Location’ to make an AI walk around in my level. However my AI never reaches it’s destination. After a long search I noticed generated navmesh during play is different from editor navmesh.

funny thing is the ‘Move to Location’ returns a ‘Request Succesful’, so it is able to build path to location, but when it reaches border of navmesh it just stops.

I’ve been playing around with it some more and found a solution, though it is not really intuitive for me.

RecastNavMesh which is generated runtime gets influenced by different project settings, firstly the ‘Navigation Mesh’, but also the 'Navigation System 'settings. This seems obvious, but it was not clear to me which setting overrides another.
For my problem it appeared Supprted Agents settings radius and height override Navigation Mesh settings radius and height, which caused RecastNavMesh to be generated differently

I hope my comment is a bit clear and I got to right conclusion. Any comments are welcome.

On a side note: The ‘Build at Runtime’ setting in the ‘Project Settings->Navigation Mesh’ is not written to defaults.

As a addendum, Supported Agents appear to override radius even if there are no supported agents.

Hey ,

You can delete all of your Supported Agents by clicking trash can to right of the + symbol, or individually by clicking down arrow for individual agents and selecting Delete. If there are no Supported Agents, your Navigation Mesh settings will be default.