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Question by jfbguy · Apr 16, 2013 at 02:50 PM · navmeshnavmeshagent

Dynamically Fixing NavMeshAgent Base Offset?

Scoured around looking for a solution but haven't found anything. So my problem is that I have a bunch of NavMeshAgents and they are floating in the air, or going into the ground depending on what I set the base offset to begin with and where they are walking at the moment. I read that the Navmesh can be up to 10% up from the Height setting and I've been trying to find a way to keep my models at the proper height level so they look like they are walking on the ground. Anyone know of a good way to keep NavMeshAgents at the proper height no matter where they are moving on the navmesh?

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Answer by ylg · May 09, 2013 at 03:06 AM

As I understand it, the built-in approach to achieving this is to bake a height mesh along with the navigation mesh. When I first started working with NavMeshAgents, I saw the same behavior you describe until I noticed height meshes are separate and default to off; the Height Mesh checkbox is under Advanced in the Bake options of the Navigation tab.

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avatar image jfbguy · May 23, 2013 at 06:34 PM 0
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Yep, I think that was what I was missing, thank you very much

avatar image jacupiri · Aug 10, 2016 at 06:06 PM 0
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Solved my game problem!

Thanks!

avatar image KillerNads · Mar 09, 2019 at 04:27 PM 0
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this is amazing thanks, fixed my root motion AI enemy issue where he would always be floating a bit off the ground.

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