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Question by themgsman · Nov 08, 2015 at 06:30 AM · ainavmeshnavigation

Using NavMesh and I am unable to see the agent

I am using the built-in unity nav system.

I have the NavMesh and NavMeshAgent all setup and all aspects seem to be working correct except for one.

When running the game i can see that the enemy is moving along the path toward the target by watching the position coordinates in the editor. I can be hurt by him and kill him. But the enemy is not visible. Am I missing a setting here or any ideas what is up? Do you need more information?

Thanks

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avatar image ElDo · Nov 08, 2015 at 08:33 AM 0
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Sounds to me as if the Renderer Component of your Enemy is disabled. I don't think this could be caused by the Nav System. $$anonymous$$aybe pause the game and crosscheck what it is that hides your enemy. You can select the GameObject and check if the Object self and all needed Components are enabled.

avatar image themgsman · Nov 08, 2015 at 07:20 PM 0
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@ElDo When I run the game with the Nav $$anonymous$$esh Agent enabled you can't see the enemy, but when I uncheck the Nav $$anonymous$$esh Agent in the inspector and then run the game you can see the enemy. I don't know what it is about running the Nav $$anonymous$$esh Agent that hides the enemy.

The $$anonymous$$esh Renderer is enabled and I still can't see them. Does the Nav $$anonymous$$esh only work with certain types of shaders?

avatar image themgsman · Nov 08, 2015 at 07:34 PM 0
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So I figured out the problem is that the Nav $$anonymous$$esh Agent is changing the x rotation of the object to where it can't be seen. How can I specify the x rotation while using Nav $$anonymous$$esh.

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Answer by themgsman · Nov 09, 2015 at 06:18 AM

I solved this myself. Once I figured out the rotation was the issue. I added code to stop the Nav Mesh from updating the rotation and then set the rotation manually.

 agent.updateRotation = false;
 transform.rotation = Quaternion.Euler(270,180,0);

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