I apologize in advance, but this seemed to be the closest section to post this that I could post in.
Description: The map I am currently working has no signs of an automated navigation mesh from Roblox’s Pathfinding Service. It appears on other places for some apparent reason, but not this one. I started having a problem with this when I expanded the map. I’m not sure if it has to do with the file not saving properly, but I doubt it - I copy and pasted the same map into a new file which then disabled the navigation mesh. Here is the new file I copy and pasted it on with ‘Show Navigation Mesh’ enabled before pasting the map in:
I’m using Altrazine’s Plugin and did notice that deleting the triangle parts enabled the navigation mesh again. But it was enabled before the map expansion which still had at least 20k parts. I’m not sure what causes the issue; I do not believe it is the plugin itself, because here is a picture of the navigation mesh working with the plugin:
Also it is to be noted that the triangles aren’t mesh parts, they are wedges.
I am attempting to achieve some insight on why this is occurring. I am unsure if this is a bug, but I cannot post in engine bugs. I also want to find a solution to this problem. I have tried looking at other posts to see solutions, but cannot find any. The closest post relating to this, I found was the navigation mesh being thousands of studs away. On this map, the navigation mesh is no where to be seen.
I was referring to that topic, but I searched for thousands of studs away from the map and unfortunately did not find the navigation mesh. It appears as if it completely disappears when I insert the map. I tried reporting this through DevRel, but it appears I cannot message them.
I’ve discovered that there was a part more than 3k studs away from a center part which I inserted via the command line which was messing with the navigation mesh. Case Closed.
Question - How did you discover the part that was 3k studs away? I’m have the same issue where there is no NavMesh being generated. I discovered a far away part before with this map, but I thought I fixed it.
A quick way that could work is simply looping through all children, checking if magnitude from 0,0,0 is > whatever distance you want to check for parts outside of and then returning a table of those parts. Of course you can change 0,0,0 to wherever you feel appropriate.
Just note that for whatever reason I have had the NavMesh not generate even if parts aren’t far away. One time it fixed itself by deleting the baseplate I had and then undoing the delete. Either way, hope you get it sorted!
It was caused by one of the same set of far away parts that I dealt with before. Would not have known to look for it had you not posted this (i had given up) - Thanks!