

Disable NavMeshAgent.updatePosition and NavMeshAgent.updateRotation to detach the simulation from the game objects locations.Robust and simple to implement, will result in foot sliding where animations cannot match the velocity.Use the NavMeshAgent.velocity as input to the Animator to roughly match the agent’s movement to the animations.Otherwise you’ll end up having a hard to debug feedback loop.Or animation moves the character based on simulated result.Either agent moves the character and animations follows.Information should always flow in one direction.Both components try to move the transform each frame.More info See in Glossary can cause race condition NavMesh Agent and Animator with Root Motion Motion of character’s root node, whether it’s controlled by the animation itself or externally.Move the player agent using NavMeshAgent.velocity, so that other agents can predict the player movement to avoid the player.Set players agent’s avoidance priority to a small number (high priority), to allow the player to brush through crowds.You can use a NavMesh Agent to move e.g.Both components may try to move the agent at the same which leads to undefined behavior.If both NavMesh Agent and Rigidbody (non-kinematic) are active at the same time, you have race condition.Kinematic means that the rigid body is controlled by something else than the physics simulation.Turn on kinematic (Is Kinematic) - this is important!.Add Rigidbody A component that allows a GameObject to be affected by simulated gravity and other forces.Add a Collider component (if not present).If you want a NavMesh Agent to push around physics objects or use physics triggers:.Here the static world is the baked NavMesh. That is, the navigation system simulates agents and their reaction to obstacles and the static world.More info See in Glossary to NavMesh Agents for them to avoid each other A collider doesn’t need to be exactly the same shape as the object’s mesh - a rough approximation is often more efficient and indistinguishable in gameplay. You don’t need to add physics colliders An invisible shape that is used to handle physical collisions for an object.Here’s a list of dos and don’ts when mixing different components together. More info See in Glossary Link components with other Unity components too. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. Unity supports triangulated or Quadrangulated polygon meshes. Meshes make up a large part of your 3D worlds.

More info See in Glossary Agent, NavMesh Obstacle, and Off Mesh The main graphics primitive of Unity. You can use NavMesh A mesh that Unity generates to approximate the walkable areas and obstacles in your environment for path finding and AI-controlled navigation.
