News › Forums › Troubleshooting › My Navigation mesh & my patrol route don´t save! (Multiple routes / NavMeshes)
Tagged: navigation mesh, prefab, waypoint route
This topic contains 11 replies, has 3 voices, and was last updated by prime 1 month, 1 week ago.
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November 24, 2022 at 8:48 am #34396
(Sorry for my english)
I have a patrol route and a navigation mesh in scene A, and in scene B I have the same, copied using a prefab.
When I close and open Unity again, the Navigation mesh is “empty” and the patrol route looks like the one I used in scene A.
Can I fix this by making a new patrol route and a new navigation mesh?
November 25, 2022 at 1:33 pm #34403What version of RAIN? Are you running 2.1.5?
November 27, 2022 at 7:39 am #34427Yes, 2.1.5
November 30, 2022 at 9:03 am #34435Looking into it.
December 1, 2022 at 10:33 am #34446I am having difficulty replicating this error. Are there any errors or warnings in the console log? It may be that something in the project or scene is causing problems with it saving.
It is also possible that I did not correctly understand your problem. If you can replicate the problem in a small example project you can zip/package that up and send it to jester@rivaltheory.com. I’ll be able to figure it out real fast for you if that is the case.
December 1, 2022 at 11:07 am #34447Oh, one other thing, what version of Unity is this in?
December 5, 2022 at 12:16 pm #34563No errors or warnings.
Unity 4.5.1 Pro
December 6, 2022 at 10:37 am #34578I tested it again, this happened:
(I had a patrol route in this scene that was just 1 waypoint)
1. I deleted my old Navigation mesh and created a new one.
2. I saved the scene, opened another and then I opened the first scene again.
3. The 1-wwaypoint-route was replaced by my route from an other scene.Why??
December 6, 2022 at 2:55 pm #34583I’ll test again and see if we can reproduce that behavior.
December 6, 2022 at 4:41 pm #34585Not sure what is going on in your project. I can’t seem to reproduce this.
Would it be possible for you to send us your project so we could take a look?
December 7, 2022 at 6:41 am #34590Hmm. I used a prefab for the 2nd scene. I created a simple patrol AI with the tutorial in scene A, then I made a prefab of my “NPC” and used this prefab in scene B.
Maybe this is the mistake.
I’ll make another one in scene B without a prefab.BTW, I can’t edit my behaviour tree, the variables are just grey, why?
December 7, 2022 at 7:10 am #34595The only time the behavior tree disables editing is when BT Bindings are used. After running an AI, the Editor sometimes keeps the imported binding nodes in memory. They’ll show in the editor, but won’t be editable. You can clear them out by clicking the Reload button on the upper right. Let us know if that’s not what’s happening.
The tests I ran were similar to your description. I created a patrol route, navmesh, and AI and then created prefabs from them. I then created a new scene and created the same elements in the new scene by dragging/dropping the prefabs into the scene. I ran multiple tests after that, modding the elements in the scene, saving, switching to the other scene, and repeating. In my tests I didn’t run into any issues.
Again, if you have a sharable project that demonstrates the issue, we can take a look and see what’s going on.
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