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This question was closed Apr 23, 2021 at 11:14 AM by MarkM20 for the following reason:

Okay, the problem is solved, I don't know what it was, but I recommend trying to recreate the collider on an object on which the mesh is not generated. And use primitive colliders, if possible. It was definitely not about the positioning of the agents.

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Question by MarkM20 · Apr 22, 2021 at 06:19 AM · ainavmeshnavmeshagent

NavMesh error in Android build. Can only be called on an active agent that has been placed on a NavMesh

I'm trying to bake the NavMesh Surface on a prefab, which I call at the beginning of the scene, everything works fine in the editor, the agents move and recognize the surface. However, in the android build, on SOME prefabs, the mesh is not generated, not at all, however, I did not find the difference between these prefabs, they are almost identical, they are at the same height relative to agents and so on. Any suggestions what this might be? Why does everything work in the editor?

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Okay, the problem is solved, I don't know what it was, but I recommend trying to recreate the collider on an object on which the mesh is not generated. And use primitive colliders, if possible. It was definitely not about the positioning of the agents.

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Answer by gigos22 · Apr 22, 2021 at 06:50 AM

NavMesh errors can be a hassle because it is still not functioning very well..

Which NavMesh are you using? It generally shouldn't matter but maybe...

This specific error happens when you have an Agent that is too far from the surface (either higher or lower). So for starter try to locate your Agent higher from the surface.

If it keeps on going, I suggest you to consider re-creating those

...SOME prefabs...

Maybe their Transform is not 0,0,0 at position?
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