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Tutorial Issues - Nav Mesh

Been trying to get the very basics of actually starting your own 3D project down, but on the most crucial, I am having some trouble, that is, the player character from the 3D tutorial won't move at all.

Here's a pic, now I tried doing the AI>Bake NavMesh and it's not working
https://ibb.co/HnC8gpW
Now the curious thing is that the nav mesh won't show up on gizmos, at all, like only the navigation tab does show the blue overlay, but it's not working, perhaps it's not creating the nav mesh but at that point, I don't know what to do.

Apologies over the constant posts and doubts, it's just that I looked for other threads on this forum and found no working solution.

Comments

  • edited July 2022

    Ok, thought I had a solution on my own but no, could there be an issue between assets made on Blender and AC's navigation? If not it's on Unity. Doesn't make sense how there would be but I have to ask anyways.

    Thought I'd ask after I found someone else with this issue
    https://forum.unity.com/threads/navigation-problem-with-blender-assets.1160078/

  • For a character to navigate in 3D, you'll need to bake your NavMesh, make sure your Scene Manager's "Pathfinding method" is set to "Unity Navigation", and make sure the character's Animator has "Apply Root Motion" unchecked unless their animations are configured to use Unity's root motion feature.

    For point-and-clicking, there is an additional step of placing the floor collider onto the "NavMesh" layer so that it can receive clicks.

    A tutorial on this topic can be found here. If you're having issues moving your character after confirming the above, share screenshots of your baked NavMesh, Scene and Settings Managers, and Player Inspector so that we can see your exact situation.

    Using pre-authored NavMeshes in e.g. Blender is a separate navigation mode, and not necessary if you're baking your NavMesh in Unity's Navigation window.

  • edited July 2022

    You were absolutely right, it was a mistake on my end with the selection for the nav mesh, thanks a lot.
    Just one more thing, something mentioned to keep non prop objects limited, any reason why other than the nav mesh? Should be pretty manageable right?

  • Nevermind, this is what's going on the 3D demo, it works on my scenes but I thought it was going to work here, like I have nav on them and convex mesh but the issue is that the robot it's still passing through.

    https://ibb.co/L1q7W3n

    Some of them are non walkable which is a method I was using on my scenes, like it makes holes on the nav mesh but here, no option seems to work at all, even more so, platform and the floor are one object so really, if I walk on the floor, if I can then I can walk through walls.

  • https://ibb.co/mJDtCJg
    Won't let me edit but here's the result, used personal rather crude method, used tutorial method. nothing.

  • edited July 2022

    To clarify: are you relying on Direct or Point And Click movement?

    The NavMesh is only used when a character performs pathfinding - either by the player pointing-and-clicking, or through use of the Character: Move to point Action.

    When moving the Player character directly, with e.g. cursor keys, the Player is not (normally*) bound by the area defined by the NavMesh. The workflow when creating scenes for games that use Direct movment is to assign colliders on the walls/props to prevent the Player from passing through them - see this tutorial.

    (*) I say normally, but it is actually possible to have your baked NavMesh be used to constrain a Direct-moved Player if you rely on Unity's NavMesh Agent component. This must be used with AC's NavMesh Agent Integration component - attach both to your Player to try this out.

  • edited July 2022

    Certainly using Direct, same as the tutorial.
    Which is why I'm puzzled by this, every object has a convex mesh collider already, it's still refusing to work.
    https://ibb.co/yV2SBY7
    Nothing works, why? I don't even understand, like, again, I'll start over maybe something got mixed up but this is just confusing.

    https://ibb.co/Z67JMG6
    Btw, my player has to use kinematic in every project or it falls down, could that have anything to do with this? I'm just completely lost on why the colliders don't work, like is it my Unity version? It makes absolutely no sense, why even?

  • When "Is Kinematic" is checked, the Rigidbody will ignore forces and colliders - see Unity's docs on it here.

    If the Player is falling through the floor when it is unchecked, then it sounds like the scene is missing a collider on the floor to keep them from doing so.

    In the tutorial scene, you can add a collider to your walls and floor in one go by attaching a Mesh Collider to the "Platform" GameObject in the Hierarchy and keeping "Convex" unchecked.

  • edited July 2022

    Deleting previous reply, you were completely right, all this time, kinematic has been the issue, thank you a million times.
    I had the mesh active but kinematic was still on my player.

  • Same tutorial, could you please take a look at some issues with the action lists, I frankly have no idea what went wrong?
    On the table hotspot, it won't work anymore and the main problem is the camera just losing any sort of control, instead of platform it moves into the second camera for picking up the book. On the action list step now, that and two other small issues (book won't appear when picking up and font can't be changed)

  • Here's an image of the coffee table hotspot
    https://ibb.co/nkgJyKC
    Despite it being right, it still won't work, I am once again lost, I'll keep trying to fix it but I had no backup and I don't want to start all over again.
    So now I can't click on the hotspot at all, but when it did whenever I tried to leave the trigger area it just bugged out and kept that camera as gameplay, the one where you pick up the book.

  • Hi guys,
    I'm having the same issue with 3D. The direct motion works fine, but the NavMesh for point and click doesn't. Here are some images of my setup:

    https://www.dropbox.com/scl/fo/p8ypdqxwdlbhtnmrhf5o6/ADmT4IhY_SyEsyfws8GvFKo?rlkey=qx95tvk47n161b2g4y0s7kzoj&dl=0

    Thanks,

  • Check that the GameObject with the floor's Collider is on the NavMesh layer - in the 3D Tutorial's case, this should be the "Platform" object.

    A text tutorial on setting up a 3D scene's navigation can be found here.

  • That sorted it, Chris. Thank you for your support!

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