I have a scene where the player is stuck inside a really small navmesh and it seems that clicks too far outside the navmesh are ignored, making it hard for people who are used to click "somewhere on the floor" to get the player to move.
I made a repro of the scenario where I highlighted the part of the navmesh that seem to react to clicks in a semi-transparent color. My question is: how do I get clicks outside the semi-transparent box to register as well?
Repro:
https://1drv.ms/u/s!Amz_vh8OYDX3vL8ihTotkJf-WC64Iw?e=iaOzio
PS: Since this is only an issue in these particular scenarios, and the solution requires something that may slow down pathfinding, please consider making this an opt-in feature per navmesh rather than a global movement setting
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I shall take a look.
Which setting specifically?
All that's needed - at least on my end in the repro - is to increase the NavMesh search % slider in the Settings Manager.
If need be, you can modify this through script - like any Manager field - but I feel this particular field should be kept as a global setting.
Sorry, I see now how my repro differs from my actual problem, here's an updated repro that highlight the blank spots that's causing the confusion (even with "NavMesh Search %" set to 100):
https://1drv.ms/u/s!Amz_vh8OYDX3vL87_pq2XgpD3gf5QQ?e=s6nDvc
So the question is how can I make the non transparent ground clickable
As in, outside the "Nav mesh sprite outer" object boundary?
It's the same behaviour for me - clicking those areas still has the player move as far as they can within the confines of the NavMesh.
The only issue I'm seeing is a duplicate of this one.
Are you saying the player moves when you click those areas?
I'm on PC with latest version of Unity 2020 and latest AC.
I am, yes.
Could it be that some UI or collider is blocking clicks?
Well, since we're playing the same exact scene I don't see how that could be. Have you tried it on a PC?
I have.