Navmesh surface for one agent type block surface for other
I'm trying to create 2 navmesh agent type for a strategy game: one for wagons and other for humans. Wagons should use roads and humans also can walk through buildings in few places. So I create 2 navmesh surface: one use only roads and second use roads and buildings. Everything should be working fine, right? When i start the game there is one problem. Wagons start their movement and after a second check their path status (in case if player delete a road in front of them). There is a path, i even draw it by debug.line but path status said it isn't completed. And after i disable navmesh surface for humans - everything works (except humans obviously, but they work perfectly with that surface). And yes, I bake both of them after placing new buildings and roads, wagons was fine before i try to implement humans. So my questions is how to make those 2 surface work on each other? ,I'm trying to create 2 navmesh agent type for a strategy game: one for wagons and other for humans. Wagons should use roads and humans can walk through buildings in few places. So i create 2 navmesh surface on: one use only roads and second use roads and buildings. Everything should be working, right? When i start a game there is one problem: wagons start their movement and after a second check their path status (in case if player delete a road in front of them). There is a path, i even draw it by debug.line but path status said it isn't completed. And after i disable navmesh surface for humans - everything works (except humans obviously). And yes, i am bake both of them after placing new buildings and roads, wagons was fine before i try to implement humans. So my questions is how to make those 2 surface work on each other?
Your answer
![](https://koobas.hobune.stream/wayback/20220613052341im_/https://answers.unity.com/themes/thub/images/avi.jpg)