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,
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:
Thank you for taking the time to investigate this and for sharing both your findings and your proposed workaround. I appreciate the detailed explanation of the behavior you’re seeing with the NavMesh agent.
I’ve escalated this report to our engineering team so they can review the issue and your suggested improvement. Feedback like this is very helpful for identifying areas where the SDK can be made more robust and developer-friendly.
I’ll follow up with you as soon as I receive an update from the team regarding whether this change can be considered for a future patch.
Thank you again for bringing this to our attention.
That’s a shame! Is there a particular reason as to why this feature was removed?
Because from what I can tell the features that remain with this API are:
The basic scene meshing for LIDAR/non-LIDAR devices
Scene segmentation
GPS positioning
and the API has lost:
GPS map visualizations
AI navigation meshing
Mock environments
These removed features seem fairly significant to developing augmented reality experiences and particularly games. What is the expected use case of the 4.0 release of this software?