I know nav mesh and agents are not a part of the package but this is just a little silly problem.
I've used nav mesh agents without any problems before but it just keeps repeating this error now and I've already been checking the same things 10 times over.
- The agent is on a nav mesh (above it)
- I already baked the nav mesh, the plane is static and the blue indication is showing
- agent is set to humanoid
- Also tried putting the agent a little bit higher or a lot higher but with the same result.


What else is there left to check?
I've used nav mesh agents without any problems before but it just keeps repeating this error now and I've already been checking the same things 10 times over.
- The agent is on a nav mesh (above it)
- I already baked the nav mesh, the plane is static and the blue indication is showing
- agent is set to humanoid
- Also tried putting the agent a little bit higher or a lot higher but with the same result.
Code:
"GetRemainingDistance" can only be called on an active agent that has been placed on a NavMesh.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
BehaviorDesigner.Runtime.Tasks.Movement.NavMeshMovement:HasArrived () (at Assets/Behavior Designer Movement/Scripts/Tasks/NavMeshMovement.cs:104)
Opsive.DeathmatchAIKit.AI.Actions.SearchForTarget:OnUpdate () (at Assets/Opsive/DeathmatchAIKit/Scripts/AI/Actions/Attack/SearchForTarget.cs:97)
BehaviorDesigner.Runtime.BehaviorManager:RunTask (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree,int,int,BehaviorDesigner.Runtime.Tasks.TaskStatus)
BehaviorDesigner.Runtime.BehaviorManager:Tick (BehaviorDesigner.Runtime.BehaviorManager/BehaviorTree)
BehaviorDesigner.Runtime.BehaviorManager:Tick ()
BehaviorDesigner.Runtime.BehaviorManager:Update ()


What else is there left to check?