Unity Meta SDK v67 / v66 .With v65 Meta introduced Scene Discovery API but there's no documentation.
It seems that Meta introduced an API allowing the mashing and combining of separate rooms from the Scene API. While I have seen this in action via the Building Blocks such as the "Find Spawn Position" block which accurately places game objects in ALL rooms. I'm having huge problems with Nav Meshes and the Nav Mesh Example scene. The project I'm developing requires an NPC to wall all around the space. Problem: Even after setting the RoomNav Mesh component to "All Rooms", It does not accurately link them together. I disabled the Scene Obstacles Door_Frame etc. so they should be able to walk through and the nav mesh to generate. Whatever I do the Nav Mesh never connects with the others from the other rooms. I guess the Discover API is a bit hidden behind MRUK. If anyone knows of a possible solution it would be greatly appreciated. Sorry for the tag neurodivrgent ! Any clue who I can ask for this? The only reference to this is a full Blog Post from Meta about the version release of the SDK and some online articles. Absolutely no official documentation or guide on how to appropriately implement.519Views0likes0CommentsNavMesh not recognised in IL2CPP builds
We have recently run into some problems with navigation in a Quest 2/3 project. Navmesh agents which functioned perfectly in the editor were not working in our test builds for android. After some testing we've learned that when building for Windows or Android, if the Mono backend is available and used, everything behaves as expected, but switching to IL2CPP causes the below error messages, regardless of whether the navmesh agent is pre-existing or instantiated at runtime. I have already tried many potential solutions including Warp() or setting position before enabling the agent, rebuilding NavMeshSurfaces at runtime before instantiating the agents, and have switched back to the legacy NavMesh system to rely on baked navmesh data, none of which have changed anything. We have tested with extremely basic Navmesh agent wander behaviour and it seems clear that the backend is somehow affecting the references to Navmesh or the mesh data itself. Has anybody experienced this problem, or do you have any ideas for workarounds/solutions? I hope someone can help, thanks!592Views0likes0Comments