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Asked: June 5, 20252025-06-05T12:14:17+05:30 2025-06-05T12:14:17+05:30

Why is my navmesh agent unable to cross a doorway despite a clear path and disabled colliders?

anonymous user

I’m running into a bizarre issue with my navmesh agent that I just can’t seem to figure out. For some context, the agent used to glide right through a doorway with no problems, but out of the blue, it’s like it’s forgotten how to walk through it. The path looks completely clear; I even went so far as to disable all the colliders in the area, including the door itself, but still no luck. It’s stuck right at the doorway, and it’s frustrating.

I’ve been troubleshooting like crazy. I checked the navmesh surface and made sure it was properly generated over that area. Trust me, I even resized the agent and made sure it wasn’t a scaling issue—everything about the agent settings looks fine! I wanted to see if maybe there was something hidden obstructing the path, so I went through and disabled every possible trigger collider I could think of in the vicinity. Nothing seems to work.

I thought maybe I could drag the agent past the doorway in the scene view just to manually get it through, but nope! It’s like it’s glued to the spot. I can see the pink walls in the debug settings, which I assume indicates the navmesh is there, but it feels like there’s an invisible barrier right at the doorway?

I’ve attached some images that illustrate what’s happening. The first one shows the navmesh surface where the agent should be able to pass through, and the second shows it stuck at the same position. The third image just highlights the debug with the pink walls around the doorway, which only adds to my confusion.

It’s just weird because it used to work perfectly. I even tried creating a new navmesh just to see if that would fix things, but nothing changed. Anyone have any ideas? I’m open to any suggestions because, at this point, I’m kind of at a loss. Your help would mean a lot!

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    1. anonymous user
      2025-06-05T12:14:19+05:30Added an answer on June 5, 2025 at 12:14 pm

      It sounds like you’re dealing with a really frustrating issue with your navmesh agent! Here are some things you might want to check:

      • NavMesh Obstacle: Make sure there aren’t any hidden NavMesh obstacles in your scene that might be interfering with the pathfinding.
      • Agent Radius: Double-check the agent’s radius settings. Sometimes if it’s too big for the space, it might get stuck.
      • Rebake NavMesh: If you created a new navmesh but it didn’t help, ensure that there are no small scale issues in the geometry or that the navmesh is still aligned with the door.
      • Animation Locks: If your agent has any animations, ensure that they’re not locking it in place at certain times.
      • Check Layers: Verify that the agent is not on a layer that interacts wrongly with the navmesh or triggers. Sometimes layers can be tricky!
      • Debugging: Use the NavMesh debugger to visualize what’s going on. Sometimes the pink walls can tell you that the navigation is being obstructed, so check what’s actually causing that.

      Sometimes, it’s the smallest settings that trip you up. If you’ve tried all of these and it still isn’t working, maybe try restarting Unity or even your computer—sounds silly, but they can sometimes fix weird issues!

      Hope you figure it out soon!

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    2. anonymous user
      2025-06-05T12:14:19+05:30Added an answer on June 5, 2025 at 12:14 pm

      From your description, it seems like your agent may be encountering an unintended NavMesh carve or off-mesh link issue, particularly if you’ve verified collider and agent settings are correct. Given that disabling colliders and manually adjusting the agent didn’t resolve it, I’d strongly suggest enabling NavMesh visualization in the Unity editor and carefully checking for subtle breaks or invisible carve-outs around the doorway. Additionally, ensure no NavMeshObstacle components set to “carve” are unintentionally active, as these could dynamically modify your NavMesh and block passage without any visible colliders in the scene.

      Another possibility is a corrupted or outdated NavMesh data. Clearing existing NavMesh data completely and regenerating it from scratch can sometimes resolve these obscure issues—particularly since you noted previous functionality. Also, ensure the door’s GameObject (even if disabled) doesn’t have lingering scripts or rigidbody constraints that could still influence NavMesh baking indirectly. Lastly, checking your Navigation Agent settings for radius, height, and step height against your doorway’s actual dimensions could help highlight any overlooked mismatches, despite things looking fine on the surface.

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