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Question by DayMoniakk · Aug 03, 2017 at 11:05 AM · error messagenavigationconsoleagent

Navmesh spam console when desactivated

Hello ! I finished my zombie AI script, the zombie chase the player, when he's close of the player, he stop his nav mesh agent for attacking. Same when he dies, nav mesh agent have to be deactivated when zombie is dead.

The problem is the console is spammed by this error : "SetDestination" can only be called on an active agent that has been placed on a NavMesh. UnityEngine.AI.NavMeshAgent:SetDestination(Vector3) ZombAI:Update() (at Assets/Scripts/ZombAI.cs:40)

Keep the console clear is better for working but I don't know how to fix this.

This is my script (I know it's a bit messy but it's work) :

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class ZombAI : MonoBehaviour
 {
     public float ChasingSpeed = 3.5f;
     public float SpeedWhenAttack = 1f;
     public int ScoreValue = 1;
     public Collider zombieCollider;
     public Rigidbody zombieRigid;
     public Collider ZombieSphere;
     public GameObject MinimapIndicator;
 
     private Animator anim;
     private Transform player;
     private UnityEngine.AI.NavMeshAgent nav;
     //private PlayerHealth playerscript;
     private bool PlayerInRange;
     private Enemy enemyScript;
     private bool CanCall;
 
     void Awake ()
     {
         anim = GetComponent<Animator> ();
         player = GameObject.FindGameObjectWithTag ("Player").transform;
         nav = GetComponent<UnityEngine.AI.NavMeshAgent> ();
         //playerscript = player.GetComponent<PlayerHealth> ();
         PlayerInRange = false;
         anim.SetBool ("AttackFinished", false);
         enemyScript = GetComponent<Enemy> ();
         CanCall = true;
     }
 
     void Update ()
     {
         if (PlayerHealth.PlayerAlive == true) 
         {
             nav.SetDestination (player.position);
             nav.speed = ChasingSpeed;
             anim.SetBool ("IsIdle", false);
         } 
         else 
         {
             nav.enabled = false;
             nav.speed = 0f;
             anim.SetBool ("IsIdle", true);
             anim.SetBool ("AttackFinished", true);
         }
 
         if (PlayerInRange == true) 
         {
             nav.speed = SpeedWhenAttack;
             nav.enabled = false;
             anim.SetBool ("IsAttacking", true);
         } 
         else 
         {
             nav.speed = ChasingSpeed;
             nav.enabled = true;
             anim.SetBool ("IsAttacking", false);
         }
 
         if (enemyScript.health <= 0) 
         {
             nav.enabled = false;
         }
 
         if (enemyScript.health <= 0 && CanCall == true) 
         {
             transform.gameObject.tag = "Dead";
             anim.SetTrigger ("IsDead");
             ScoreManager.Score += ScoreValue;
             CanCall = false;
             enemyScript.enabled = false;
             zombieCollider.enabled = false;
             zombieRigid.isKinematic = true;
             ZombieSphere.enabled = false;
             MinimapIndicator.SetActive (false);
         }
     }
 
     void OnTriggerEnter (Collider col)
     {
         if (col.CompareTag ("Player")) 
         {
             PlayerInRange = true;
         }
     }
 
     void OnTriggerExit (Collider col)
     {
         if (col.CompareTag ("Player")) 
         {
             PlayerInRange = false;
         }
     }
 }

If someone know I would be grateful !

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Best Answer

Answer by DayMoniakk · Apr 07, 2019 at 10:21 AM

If you have the same issue the answer is very simple. Why the console is spamming this error ? Because the script is asking the NavMeshAgent to chase the player but the NavMeshAgent componnent is disabled. So we can fix that with a simple if statement :

 public class ZombAI : MonoBehaviour
      {
          private Transform player;
          private NavMeshAgent nav;
      
          void Start ()
          {
              player = GameObject.FindGameObjectWithTag ("Player").transform;
              nav = GetComponent<NavMeshAgent> ();
          }
      
          void Update ()
          {
              if (nav.enabled == true)
              { 
                 nav.SetDestination(player.position);
              }
          }
      }

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