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This question was closed Jan 02, 2019 at 03:19 PM by Kardonis for the following reason:

The question is answered, right answer was accepted

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Question by Kardonis · Dec 31, 2018 at 05:46 PM · collisionnavmeshagent

Nav mesh agents forcing player upwards

So I've been working on a 3D game for a while now, and have some basic enemies that chase the player. Everything works fine until they get exceedingly close to the player, where they will then force themselves underneath the player, forcing the player above them, and making a totem pole like structure. It is quite comical but really not what I want to happen.

It seems to only happen when the navmesh agent is moving, otherwise collisions happen as normal. I did try getting around it using stopping distance, but the problem still arises when the player moves into the enemy while it is moving.

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avatar image betaFlux · Dec 31, 2018 at 07:25 PM 1
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What is the collider setup of your player and your enemies? Normally ai with just the navmeshagent attached won't push anything up, only away. Sounds to me like an unusual collider setup on both sides.

avatar image c_Feng · Dec 31, 2018 at 08:15 PM 1
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Besides the collider and rigidbody set-ups as betaFlux mentioned, check and make sure the step height of the Nav$$anonymous$$esh agents as well as the max slope it can traverse isn't unnaturally high...

https://docs.unity3d.com/$$anonymous$$anual/nav-Height$$anonymous$$esh.html

Though I'm unsure if Nav$$anonymous$$esh agents stepping over each other is an intended system behaviour.

avatar image Kardonis · Jan 02, 2019 at 03:18 PM 0
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Thanks guys, turns out I needed to add a collider to my player. Spent too much time focusing on the enemies.

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