Following Udon script works locally in Unity (NavMeshAgent seeks/moves to within 1.5 of the player when the player is within NavMesh boundary) but the NavMeshAgent does not move when built and tested! Any help is appreciated.
Update: I also tried this with the NavAgent seeking to a static game object with the same result - it works locally in Unity but not when built and tested!
I’m seeing the exact same thing (works in simulator but not VRChat). The VRChat logs shows the error “Failed to create agent because there is no valid NavMesh”.
I have a NavMesh baked, and the agent is in contact with it. I think the NavMesh might be getting loaded into the world after the agent. I’d like to try and delay its creation as a test but don’t know how.
If you’re still wondering about this … VRChat doesn’t yet support the Unity 2022 Navmesh system.
You need to get rid of all of your old Navmeshes. Then use the legacy “Window/AI/Navigation Obsolete”, then for all of your objects (floor and obstacles), use it to mark them as static/links, and then walkable/non-walkable. And then bake from that tool.
I just spent a whole day tearing my hair out on this but now my little world is finally working.
Thanks for following up with a solution!