Creating prefab through Zenject Factory makes navMeshAgent act strange
I am newcomer for DI and Zenject in particular. Here is my code for creating a truck:
 public class TruckControl : MonoBehaviour
 {
     [SerializeField]
     private NavMeshAgent agent;
     [Inject]
     PlantControl plantControl;  //The reference to the class which creates my truck. If I remove it, NullReferenceException will occur
     [Inject]
     public readonly SignalBus signalBus;
     
     [Inject]
     public void Construct(Vector3 spawnPoint, Vector3 finishPoint)
     {
         agent.Warp(spawnPoint);
         agent.destination = finishPoint;
     }
 
     public void StopMovement()
     {
         if (!agent.isStopped)
             agent.isStopped = true;
     }
 
     public void ResumeMovement() //this methods is called from another class using signals
     {
         if (agent.isStopped)
             agent.isStopped = false;
     }
     private void OnTriggerEnter(Collider other)
     {
         ILoadGoodable bullDozerLoad = other.gameObject.GetComponent<ILoadGoodable>();
         if (bullDozerLoad != null && !bullDozerLoad.IsVisited)
         {
             StopMovement();
             signalBus.Fire<StartLoadingGoodsInTruck>();
         }
     }
 
     public class TruckFactory : PlaceholderFactory<Vector3, Vector3, TruckControl> {}
 }
 
               I don't know why, but he throws an exception: "SetDestination" can only be called on an active agent that has been placed on a NavMesh.
And here is a pickle: if I place this lines
 agent.Warp(spawnPoint);
 agent.destination = finishPoint;
 
               into Start() method, everything works fine, until ResumeMovement() method, which, as mentioned above, is called from another class using Zenject signals. What am I doing wrong here?
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