Replies: 7 comments 3 replies
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Thank you for reporting the issue and providing the model! I believe I've reproduced this issue in Recast itself using RecastDemo. I'll need to investigate further, but we might need to: RecastDemo also fails to generate a navmesh with cell size and cell height both set to 0.2 and a slope angle of 60. I'll need to confirm if this failure is for the same reason. Interestingly, these variations also succeed:
![]() ![]() Here's the model as a obj, RecastDemo doesn't support gltf/glb - big-terrain.obj.zip |
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Looking at the buildContext logs, this appears to be the root cause: This looks like a limitation of the watershed partitioning method that If you're interested, you can read more about the different partitioning options here: https://github.com/recastnavigation/recastnavigation/blob/cd898904b72a300011fbb24d578620bafa08ef2c/RecastDemo/Source/Sample_SoloMesh.cpp#L522 |
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Fix for tiled nav mesh generation incoming 🙂 ![]() |
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v0.10.2 will be released shortly with the tiled nav mesh generator fix, and navmesh.isaacmason.com has been updated now. Let's convert this issue to a discussion, I think others will benefit from this. LMK if you have any questions! |
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thanks for the quick answer! Yeah I was just looking into tiled navmeshes One thing I noticed is that with tiled generation the agent behaves sometimes unexpectdly, for example in this screenchot the agent seems stuck in its path and doesen't move forward |
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BTW the navmesh tiled generation fails with 0.1 cell size |
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Trying to generate a solo navmesh with a 0.2 for the scene attached below; fails with the error
Failed to build regions
orFailed to create Detour navmesh data
;It succeeds though if I use 0.5 voxel size
scene.glb
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