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My problems with Unity Navigation

Discussion in 'Navigation' started by hippocoder, Jul 21, 2017.

  1. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    You only need to fart and it'll throw a hard exception along the lines of "can only be called on an active agent that has been placed on a NavMesh."

    Which is kind of bull because it says the same thing for a large amount of things. Certainly it doesn't help in narrowing any problems trying to use it. Please be specific why something fails, or better yet - do not throw hard exceptions and instead let us do all sorts of things. Let us query the state of the agent - so what if your stuff failed? so what if the user used it wrong? Let it fail, let them query with a command why it isn't working and resolve it ie moving the character manually and so on...

    I find Navigation performs well but isn't a very sociable Unity Citizen.
     
  2. DwinTeimlon

    DwinTeimlon

    Joined:
    Feb 25, 2016
    Posts:
    300
    I fully agree, I have written a wrapper for the navagent to make this go away.

    @Jacob_Unity please have a look :).
     
  3. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    It's just feedback mixed with terror at potential runtime exceptions.
     
  4. Tyrathect

    Tyrathect

    Joined:
    Jul 10, 2012
    Posts:
    38
    Does it work with trees in the terrain yet?