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Thank you for reporting a bug to Unity. We have reviewed the issue carefully, and in this case, the team is unable to prioritize fixing this bug. There are a number of reasons we make this decision, including the impact and severity of the issue across our user and customer base, and the possibility that future plans may solve the problem in a different way, or that a workaround for the bug may be available. Today we will be closing this case. Thank you again for taking the time to report this issue, and please let us know if there is anything else that changes the impact or severity of this issue.
Unity 6000.2 has reached its end of life and will not receive further updates. If you need additional fixes, please upgrade to a newer Unity version.
Cancelling: the 6000.1 version has reached its end of life. If you need additional fixes, please upgrade to a newer Unity version.
How to reproduce:
1. Open the “IN-97204_TestNavMesh“ project
2. Open the “SampleScene”
3. In the Hierarchy select the Cube GameObject
4. In the Inspector window, for the Script Component, ensure that “Use Empty Bounds” is enabled
5. Enter Play mode
6. Observe Scene view
Expected result: Gizmo is visible and Agent moves to the Target
Actual result: Gizmo is not visible and error is present “"SetDestination" can only be called on an active agent that has been placed on a NavMesh.”
Reproducible with: 2022.1.0a1, 2022.3.61f1, 6000.0.47f1, 6000.1.0f1, 6000.2.0a9
Reproducible on: macOS 15.4.1 (M1 Max), Windows 10 (by user)
Not reproducible on: no other environments tested
Note: In the documentation it is mentioned that Empty bounds is treated as no bounds, i.e. the NavMesh will cover all the inputs
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