We have a 2.5 D game that uses photographs and screen captures for backgrounds. Nav meshes have been used for other scenes with no problem. Each scene has several camera switches to show different parts of a room or different rooms. The current scene has two cameras. First there is a cobblestone road and stairs that lead to a square. Then the second camera shows the square. The cobblestone road and stairs each have a nav mesh. The square has a plane that was converted to a nav mesh. Neither one seems to respond correctly to mouse clicks. On the road, the character only moves toward the camera. If you click quickly off the nav mesh, the character will actually fly into the air. In the square, you can move the character all the way down but he'll only go a short way up. I've played around with the AC settings and mesh without success.
Any thoughts as to what I'm doing wrong? Is the scene too big for the player character? I can't think of any other differences between this scene and the others.
Comments
The NavMesh search % is how far from a NavMesh the cursor can click and still cause the player to move, so that's just down to your own preference. Destination accuracy will be based on your game's scale. If you're relying on 1m for 1 Unity unit, 0.7 should be fine. A non-zero Pathfinding update time impacts performance and is only necessary if you need to be able to navigate around moving characters.
Disable Renderer and Ignore Collisions are only required if your NavMesh objects serve no purpose beyond laying out the walkable-area. If they also act as physical floor (as in, they need to be collided with), then you won't want to ignore collisions.