I see, I thought the overlap wouldn't interfere with pathfinding. If it does then perhaps the better solution is to duplicate the whole navmesh, modify it slightly and toggle between those rather than using "extension holes" as I tried her…
When I click those areas (the ones on the bottom left and bottom right that aren't covered by transparent black in my latest repro), the character doesn't move at all, no matter where the player is located on the navmesh.
Are you saying the playe…
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…
I dunno really, was just a thought that if a solution requires changes in order to listen for the whole scene, maybe it could be set per navmesh do not to bog down perf for other navmeshes.
This was probably the hardest AC issue I ever managed to reproduce, but here it is:
https://1drv.ms/u/s!Amz_vh8OYDX3vL8d2A1MFTV-mkfPGw?e=312Src
Instructions:
Play Scene 1, click the box hotspot. If this doesn't give you the error, see my last note.…
I'm afraid that even if I share the scene file, I have no reliable way of reproducing the issue.
Thanks for chiming in @Keks, I'm using script but my script is executing an action (using CreateNew()) to switch between the navmeshes. So the code …
Here's some more info that might help you recreate:
* The music is set to play while paused
* I'm playing ambience simultaneously
* I'm on PC
* Here's a snap of the action that plays the music:
https://1drv.ms/u/s!Amz_vh8OYDX3vL5tbUTx6S_W2nnWaA?e=L…
If anyone else is having this problem, it looks like I was able to fix this by explicitly setting the scenes navmesh to the one that should be used through a ActionNavMesh action.
I have put a crazy amount of hours into both the DLL (which works perfectly), Plugins and the .asmdef methods (which technically saves time during VS compilations but in reality the gains are irrelevant because as soon as you switch over to Unity an…
Ok, I researched this and found the reason:
When alt tabbing from a playing game (you can do this when playing in the Unity editor), Sound.IsPlaying() returns false, causing line 105 in Soundtrack.cs to remove it from the queuedSoundtrack list (the…
I'm calling it when the player have left the current scene and a new scene has loaded (in order to see if I should play a new song or keep the same one going). Try calling it after a new scene has loaded and it should be fine. Then try unfocusing th…