Open YerkoAndrei opened 1 week ago
If you enlarge the box does the mesh still work with the surface of the mesh? Im curious because I know I used a static mesh at one point for terrain on the old recast nav mesh and it worked for that at least.
Nope, i cant make it work, i have tried with fbx and glb, so its not that.
Im looking the code and the ColliderShape of the StaticCollider is alway null when using a StaticMesh. I think thats the problem. When the PhysicsComponent try to ComposeShape, it call CreateShape with a null service, wich is only used by Asset and StaticMesh (just these 2 fails). I dont undestand yet what is an EntityManager and why is null, so if someone know someting related please help.
I should be able to look into this a bit this week. The file type should not matter so long as the collider is created, it uses the information from Bullet to create the nav mesh.
Can you also try to downgrade your project to 4.2.0.2122? Im wondering if one of the PRs may have had a larger affect than intended. https://github.com/stride3d/stride/pull/2262
tried 4.2.0.2188, 4.2.0.2149, 4.2.0.2122 and 4.2.0.2042, not working on any
Release Type: Official Release
Version: 4.2.0.2149
Platform(s): Windows
Describe the bug Nagivation mesh ignore all static meshes
To Reproduce Steps to reproduce the behavior:
Expected behavior Navigation mesh should update and use the cube as a wall or obstacle
Screenshots With static mesh![1](https://github.com/stride3d/stride/assets/19843418/c0ac7d86-9b81-48ea-84c4-c6f5f86000fd)
With cube shape (how it should look)![2](https://github.com/stride3d/stride/assets/19843418/fa22ca03-0f2a-418d-a3f4-b9a243e8b20c)
Additional context