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Question by Datapax · Sep 18, 2015 at 12:29 PM · navmeshnavmeshagentshadows

NavMesh Displacement

Please, can anyone explain me why is this happening and is it normal? And is there any way to fix it, or may be some "trick" to hide it.

Whatever I do my NavMesh is drawn some distance over the ground which I use for base layer to walk over. Nothing works. The best I could workout was putting the NavMeshAgent radius to "0.1" and the NavMesh bakes closer to the ground but still very high. Later when I begin to use Lights, the shadows of my NavMeshAgent Models appear also displaced from the model transform position, as you can see in the following image. I did some research and I found out that others have the same problem and nobody has a solution for this. Is this the only way it can be? And if so, how do I make my NavMeshAgents walk actually on the ground ??alt text

I have tried to create a completely new project with a new scene with just a simple "Cube" 5x1x5, made it static and baked the NavMesh - the result was the same. I use Unity 5

navmeshdisplacement.png (133.3 kB)
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avatar image Datapax · Sep 16, 2015 at 04:06 PM 0
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I set the Nav$$anonymous$$eshAgent "Base Offset" to -0.07 and for my configuration this fixed the problem visually. $$anonymous$$y models are now rendered 0.07 units lower from the Nav$$anonymous$$eshAgent and appear correctly walking on the ground. The Nav$$anonymous$$eshAgent is still hovering over the ground but at least it is not visible for the player. Hope this helps you guys. Good luck and have fun ! :)

avatar image Zitoox Datapax · Nov 05, 2016 at 08:56 PM 0
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Thanks, you saved me from a headache! I was looking for the same thing when i found your question. =)

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