- Platform category: Unity
- Device type & OS version: Android / iOS 18+
- Host machine & OS version: Mac / Windows 11
- ARDK version: 3.17.0
Bug reproduction steps:
I’m Currently working with the lightship NavMeshing, the issue I’m running into is that the NavMesh agent won’t set it’s destination if it can’t find the NavMesh. I went to the declaration of the set destination function to see if I had missed something and I found that if the Agent doesn’t have the NavMesh Properly set, it will fail. I first have to say that having it silently fail is a terrible choice and mildly ridiculous in my opinion. A warning or some error would have been nice and saved a lot of time. But I also noticed that in the Start function the NavMesh is simply set with,
“_lightshipNavMesh = _lightshipNavMeshManager.LightshipNavMesh;“
This is problematic because there’s no additional check to see if the agent actually has the Mesh properly set.
Even so with that, I actually already found a solution, since it seems there’s no issue with just setting the NavMesh and not checking, one can simply:
Which works, but this change won’t be saved since its in the package. Is there a possible way that this can make it into an upcoming patch?
