NavMeshAgent is Fundamentally broken

  • 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?

Hi Keenan,

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.

Kind regards,
Maverick L.