Hi,
I have a scene that was working fine, but now when I try and move the player, the walk animation plays but the player does not move. This has happened before and I just removed the scene because I was just testing, but this scene is more developed and I dont want to remove it. Any ideas how to fix this?
Some details:
I am using unity navigation, navigation is baked fine and the floor is on the navmesh layer
If I view the navmesh during play I can see that the path is being calculated
Movement type is point and click
Player is just using the standard setup, with Physics set to 'move with rigidbody'. The player is also a prefab that is loaded in to the scene on start
If I set up the same thing in a new scene with regards to the navmesh, AC settings, player settings then it works fine
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Comments
Welcome to the community, @bonc2games.
This issue is most commonly caused by the character's Animator component having Apply Root Motion checked, which tells AC that the animation will handle movement - not AC.
If that's unchecked, check that they have a postive Walk speed scale value. You're welcome to share screenshots of their Inspector if you'd like an extra set of eyes on things.
The other thing to try is to drop one of AC's pre-made Players into the scene. Try the "Sample Player 3D" prefab, which can be found in:
/AdventureCreator/Scripts/Templates/SamplePlayer3D
A Player character placed in the scene file will override the prefab assigned in the Settings Manager. Does this character have the same issue? If so, then the problem will be to do with the scene instead.
Thanks Chris, really enjoying using AC so far.

I think maybe its something to do with physics/colliders/layers...I verified Root Motion is off and walk speed scale is positive.
I tried the sample player, and he works in other scenes. In this scene he starts standing on the floor, and as soon as I click another point he falls through the floor.
Floor is a plane with a mesh collider, static and is on the Navmesh layer
The Sample 3D Player uses a Character Controller for physics - if they're falling through the floor, it sounds like the floor doesn't have collision enabled.
Does your floor plane have "Is Trigger" unchecked?
It's worth mentioning that - if your game is point-and-click, and doesn't feature elevation - you don't strictly need to rely on physics components. Is the Sample Player able to move if you remove the Character Controller component?
Thanks again, the support you provide here is excellent.
The floor plane has 'Is Trigger' unchecked.
If I remove the Character controller then it does work, and same goes for my player prefab if I remove the rigidbody component, but I do have some elevation in my level.
This is not happening if I create a new scene, even with the same player prefab and navigation setup, so I think I might just recreate this scene. The point and click navigation was working until about a week ago in this scene, so hopefully its not an issue that repeats itself
Thanks, Chris
Found the issue, and it was (as I suspected) user error.
I had managed to add box colliders to a few items that were also scaled incorrectly. This meant the box colliders were much larger than all other items in the scene, so the entire scene was 'inside' several box colliders. Pretty sure this was messing up navigation. I removed the colliders and navigation is working correctly now