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Question by SvenMokveldje · Jan 19, 2018 at 06:16 PM · prefabainavmesh

Prefabs and NavMesh

Hi, I am trying to make a small RTS game to sort of make an idea. I am trying to control a "Player" and this works when it isn't a prefab. Once i add in 1 prefab or mutiple is doens't work anymore and it gives a error with the NavMesh.

This is the error: "SetDestination" can only be called on an active agent that has been placed on a NavMesh. UnityEngine.AI.NavMeshAgent:set_destination(Vector3) APLayerController:Update() (at Assets/APLayerController.cs:35)

This is my scripts: using UnityEngine; using UnityEngine.AI;

public class APLayerController : MonoBehaviour {

 public Camera _cam;
 public Transform player;
 public NavMeshAgent _playerMesh;

 private float selectDistance = 100f;
 public bool playerControl = false;

 // Use this for initialization
 void Start () {
     
 }
 
 // Update is called once per frame
 void Update () {
     RaycastHit hit;

     if (Input.GetMouseButtonDown(0) && playerControl == false) {
         Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
         if (Physics.Raycast(ray, out hit) && playerControl == false) {
             if (hit.collider.gameObject.name == "Player" && playerControl == false) {
                 playerControl = true;
             }
         }
     }
     
     if ((Input.GetMouseButtonDown(0)) && (playerControl)) {
         Ray ray = _cam.ScreenPointToRay(Input.mousePosition);
         if (Physics.Raycast(ray, out hit) && (playerControl)) {
             if (hit.collider.gameObject.name == "Ground" && (playerControl)) {
                 _playerMesh.destination = hit.point;
             }
         }
     }

     if (Input.GetButton("Fire3") && playerControl) {
         playerControl = false;
         Debug.Log("Error");
     }



 }

}

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Answer by butterfly42 · Sep 30, 2020 at 10:06 AM

The Code doesn't really matter for this problem. The NavMesh Is usually created for a completed scene on static objects, but if the envrionments become prefabs this process can run into problems.

Try using the NavMeshComponents to create a dedicated NavMesh to your prefab.

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