I also have this issue, This time though it is persistent so I moved to A* pathing
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Bumpity bump bump. I recently did an really big map, and the nav mesh disappears.
Bump, this is still a big issue. Cant continue if this bug continues
This was not a valid fix in my case. I made a script to check that no parts were at extreme positions:
while wait(5) do
for _,P in pairs(workspace:GetDescendants()) do
if P:IsA("BasePart") or P:IsA("MeshPart") or P:IsA("UnionOperation") then
if math.abs(P.Position.X) > 9999 or math.abs(P.Position.Y) > 9999 or math.abs(P.Position.Z) > 9999 then
print(P.Name)
end
end
end
end
There were no parts out of bounds, and the problem still stands.
UPDATE: Interestingly enough, I found a fix (for me atleast) that might provide some insight. In the games workspace, there was a large baseplate aside from the map called DevWorkpace, that I could use to work on models or assets. Removing this seems to have fixed it.
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