Problem rendering the coordinates of the ground and moving objects
To clarify, you’re trying to make tilesets compatible with Unity’s navigation system as described here, correct?
I’m unfamilar with the system, but this page describes the process of selecting meshes, marking them as “Navigation Static”, and baking a nav mesh from them. You won’t be able to see the individual tiles (and thus the individual meshes) unless you enable the “Debug Show Tiles In Hierarchy” option. You would also need to make sure that you only select the tiles at the desired level of detail. If you select every single tile, it may make a nav mesh that traverses a lower quality mesh, instead of the higher quality ones provided by smaller tiles.
If that process doesn’t work, please describe your problem in more detail so we can better assist you.
I baked the ground I imported myself, but after running it, the coordinates were messed up and not in the original coordinates
Thank you very much. I will take a screenshot tomorrow to explain it
Does your scene include a
CesiumOriginShift component? This component is automatically included on the Dynamic Camera, so if you’re using it, you should disable the component. Otherwise, the scene gets shifted whenever the camera moves.
After CesiumOriginShift is turned off, the navigation is indeed functioning normally. Thank you