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Question by Aze22 · May 17, 2012 at 01:04 PM · collidernavmeshnavmeshagentnavigationagent

NavMeshAgent collision not working with player

Hello there,

I'm working on a project right now.

Here's the thing since Unity 3.5 : My enemies have a NavMeshAgent. My player doesn't, he has a Character Motor, Character Controller and Platform Input Controller.

Collisions work perfectly from anywhere but the front of my enemies! If I run into their back, the player collides perfectly. But in the front, I just go through them!

Same thing when THEY run in my direction, they go through me and go to my exact position, causing teleportation and weird bugs.

I use SetDestination(player.transform.position) to make the enemy follow me.

I would be very greatful to any idea, I've tried everything! NavMeshAgents on both, Rigidbodies, colliders, etc... :(

Thank you very much,

Charly.

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avatar image jediborg · Jan 06, 2014 at 11:15 PM 0
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I am having the exact same problem. Both my player and the enemy have a character controller, yet when i call on the enemy's navmeshagent.SetDestination(Player.Transform.Position) the enemy walks right through the player!

Adding a rigid body component did not fix the issue.

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Answer by MightyBox · Sep 08, 2012 at 06:16 PM

Do your enemies also have a collider and a rigidbody attached to them? If not, that could be the problem. If attaching a rigidbody affects the movement of your navmeshagent, then make the rigidbody kinematic and that should remove its influence on navigator motion. This helped with a similar problem I had when I started using Unity's navigation system. Hope it helps you.

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Answer by jediborg · Jan 07, 2014 at 12:46 AM

I found the answer here: http://answers.unity3d.com/questions/247770/how-do-i-stop-an-enemy-navmeshagent-from-intersect.html

Basically both the player and the enemy need a nav mesh agent attached so the agents are 'aware' of each other and don't collide

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