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Question by Willrichplaysguitar · Apr 11 at 01:24 PM · navmeshagent

Nav Mesh Agent Error

I'm getting the error: SetDestination can only be called on an active agent that has been placed on a NavMesh.

UnityEngine.AI.NavMeshAgent:SetDestination (UnityEngine.Vector3)

My agent has already been created including my navmesh. I have checked the code and it looks fine to me. Wondering if its a bug with capsule collider/nav mesh component values?


Scripting below

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.AI;
 
 public class EnemyAI : MonoBehaviour
 {
     [SerializeField] Transform target;
     [SerializeField] float chaseRange = 5f;
     [SerializeField] float turnSpeed = 3f;
     EnemyHealth enemyHealth;
     float distanceToTarget = Mathf.Infinity;
     NavMeshAgent agent;
     bool isProvoked;
     
     void Start ()
     {
         agent = GetComponent<NavMeshAgent>();
         enemyHealth = GetComponent<EnemyHealth>();
     }
 
     void Update ()
     {
         if (enemyHealth.IsDead())
         {
             enabled = false;
             agent.enabled = false;
         }
         distanceToTarget = Vector3.Distance(target.position, transform.position);
 
         if (isProvoked)
             EngageTarget();
         else if (distanceToTarget <= chaseRange)
             isProvoked = true;
     }
 
     public void OnDamageTaken ()
     {
         isProvoked = true;
     }
 
     void EngageTarget ()
     {
         FaceTarget();
 
         if (distanceToTarget >= agent.stoppingDistance)
             ChaseTarget();
 
         if (distanceToTarget <= agent.stoppingDistance)
             AttackTarget();
     }
 
     void ChaseTarget ()
     {
         GetComponent<Animator>().SetBool("attack", false);
         GetComponent<Animator>().SetTrigger("move");
         agent.SetDestination(target.position);
     }
 
     void AttackTarget ()
     {
         GetComponent<Animator>().SetBool("attack", true);
         print("Attacking Target");
     }
 
     private void FaceTarget ()
     {
         Vector3 direction = (target.position - transform.position).normalized;
         Quaternion lookRotation = Quaternion.LookRotation(new Vector3(direction.x, 0, direction.z));
         transform.rotation = Quaternion.Slerp(transform.rotation, lookRotation, Time.deltaTime * turnSpeed);
     }
     private void OnDrawGizmos ()
     {
         Gizmos.color = Color.red;
         Gizmos.DrawWireSphere(transform.position, chaseRange);
     }
 }


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