As I understand it, holes that overlap the navmesh boundary will be added onto the NavMesh. But what I'm seeing is that while it does expand the navmesh, the overlapping parts actually blocks the player (causing him to walk around them).
Here's a shot of my navmesh and hole (white is navmesh, green is hole):
https://1drv.ms/u/s!Amz_vh8OYDX3vL88i54a1h7WYGY8ww?e=Ibvafd
All pathfinding settings and navmesh values are set as the repro I posted on this thread:
https://adventurecreator.org/forum/discussion/10593/clicks-too-far-outside-the-navmesh-are-ignored#latest
Thanks!
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Comments
AC merges holes with NavMeshes using Unity's SetPath function.
To get best results, you'll need to make the shared vertices of both meshes overlap perfectly. Instead of creating a new hole from scratch, copy/paste the NavMesh's PolygonCollider2D component, add the new outer vertices, and remove the others (so that it's like a jigsaw piece).