I've noticed the "Walk Cursor" feature doesn't work very well for me. I checked "Provide walk cursor" in Cursor manager -> Walk settings and also "Only show 'Walk' Cursor when over NavMesh". Problem is, the Walk cursor is showing whenever the cursor is above ANY collider and not just above my NavMeshSegments. Just for the sake of testing I placed a simple cube on the floor in my scene and the Walk cursor is indeed showing whenever the cursor is above that cube even though the cube has nothing to do with the NavMesh. The corresponding Raycast in the ClickPoint method in PlayerMovement.cs has no layerMask to filter the colliders it seeks (to hit only those colliders on the NavMesh layer), which made me think it might be a bug.
NOTE: I'm using version 1.41b but nothing in the release notes of versions 1.42-1.42c states anything related.
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