Hi,
I am using NavMesh Components as apposed to built in NavMesh and having errors when using NavMesh Links in the scene.
Now this error only appears when I am using NavMesh Links and the AI or even the Playable character goes over that area that the NavMesh link is present in.
So it doesn't happen while AI or Player are in other Areas in the NavMesh and NavMesh Components is working no problem.
One weird behavior that happens is when I make the Player Character jump over the NavMesh Link The Lowe body move over the Fence (NavMesh Link) but the upper body stays before the Fence and the waist area gets stretched like a Pledo connecting both body parts together.
I am using NavMesh Components as apposed to built in NavMesh and having errors when using NavMesh Links in the scene.
Code:
NullReferenceException: Object reference not set to an instance of an object
Opsive.UltimateCharacterController.Character.Abilities.AI.NavMeshAgentMovement.UpdateOffMeshLink () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/AI/NavMeshAgentMovement.cs:111)
Opsive.UltimateCharacterController.Character.Abilities.AI.NavMeshAgentMovement.Update () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/Abilities/AI/NavMeshAgentMovement.cs:61)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.UpdateAbilities (Opsive.UltimateCharacterController.Character.Abilities.Ability[] abilities) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:768)
Opsive.UltimateCharacterController.Character.UltimateCharacterLocomotion.UpdateUltimateLocomotion () (at Assets/Opsive/UltimateCharacterController/Scripts/Character/UltimateCharacterLocomotion.cs:699)
Opsive.UltimateCharacterController.Character.CharacterLocomotion.Move (System.Single horizontalMovement, System.Single forwardMovement, System.Single deltaYawRotation) (at Assets/Opsive/UltimateCharacterController/Scripts/Character/CharacterLocomotion.cs:486)
Opsive.UltimateCharacterController.Game.KinematicObjectManager+KinematicCharacter.FixedMove (System.Boolean manualMove) (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:202)
Opsive.UltimateCharacterController.Game.KinematicObjectManager.FixedUpdate () (at Assets/Opsive/UltimateCharacterController/Scripts/Game/KinematicObjectManager.cs:751)
Now this error only appears when I am using NavMesh Links and the AI or even the Playable character goes over that area that the NavMesh link is present in.
So it doesn't happen while AI or Player are in other Areas in the NavMesh and NavMesh Components is working no problem.
One weird behavior that happens is when I make the Player Character jump over the NavMesh Link The Lowe body move over the Fence (NavMesh Link) but the upper body stays before the Fence and the waist area gets stretched like a Pledo connecting both body parts together.