Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by pickle chips · Jun 24, 2014 at 06:35 PM · c#errorinstantiatenavmeshnavmeshagent

Navmesh error on instantiated navmesh agents

Hi. So I'm using navmesh for my enemies AI, and it works fine when I manually place an enemy down. But once I start spawning them in using Instantiate I get an error saying:

"SetDestination" can only be called on an active agent that has been placed on a NavMesh.

Even though the enemies are clearly on the nav mesh. Here's a picture: alt text

As you can see the Agent is on a navmesh.

Here's my code for isntantiating them:

 // Determine a random position inside the spawner to spawn
 float xPos = transform.position.x + Random.Range(-spawner.radius, spawner.radius);
 float zPos = transform.position.z + Random.Range(-spawner.radius, spawner.radius);
 Vector3 spawnPos = new Vector3(xPos, transform.position.y, zPos);

 // Instantiate it
 GameObject tempMonster = (GameObject)Instantiate(monster, spawnPos, Quaternion.identity);

 // Finding it's feet and placing it on the ground if it's floating
 SkinnedMeshRenderer ren = tempMonster.GetComponentInChildren<SkinnedMeshRenderer>();
 Ray ray = new Ray(ren.bounds.min, Vector3.down);
 RaycastHit hit;
 if (Physics.Raycast(ray, out hit))
     tempMonster.transform.Translate(new Vector3(0, -hit.distance, 0));
 
 // This is the AI script that calls NavMeshAgent.destination
 EnemyAI eAI = tempMonster.GetComponent<EnemyAI>(); 

So it get's instantiated and then if it's floating it gets placed on the ground. Then the EnemyAI script is added which calls NavMeshAgent.destination = aposition;

I don't understand why there's an error with my spawned in ones and not with the ones I manually place in the scene. Can anyone help?

navmesherror.png (267.6 kB)
Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Skoltnik · Dec 09, 2015 at 09:47 AM 0
Share

I'm having similar problems right now, ever find out what was the problem?

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

23 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

NavMesh giving jerky like motion 0 Answers

How to get a velocity unit vector from a NavMeshAgent? 1 Answer

How to gradually increase the speed of a NavMesh agent? 2 Answers

Editing NavMesh Paths? 0 Answers

SetDestination's and CalculatePath's Path State Return Works Too Late 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges