The player is not detected
Confirm that both objects are active, at least one Rigidbody participates in the physics interaction, the destination collider is a trigger, and reference, layer, or tag matches.
Components
Detect player arrival through a trigger, optionally emit arrival only, and draw a NavMesh route preview without making navigation mandatory.
WalkToObjective detects an accepted collider entering the destination trigger. Use it for physical player arrival. Do not use it to confirm that an agent finished a route, measure distance without physics, or require NavMesh: route preview is independent from completion.
| Field | Effect | Note |
|---|---|---|
| Invoke Arrival Only | Invokes On Player Arrived once without completion. | On Completed does not run from arrival in this mode. |
| Accepted Player Layers | Accepts colliders in the mask. | Can be used without a tag. |
| Player Tag | Accepts a GameObject with the defined tag. | An undefined tag produces a safe warning. |
| On Player Arrived | Runs on the first valid arrival in each cycle. | Also runs in Arrival Only mode. |
| Collider Enable Delay | Keeps the assigned collider disabled for the delay. | Requires Delayed Collider when positive. |
| Show Path | Draws a NavMesh-calculated route. | Never participates in arrival detection. |
| Refresh Path Continuously | Updates according to Path Refresh Interval. | Disable for static destinations. |
| Player / Path Probe / Path Renderer | Define route origin, calculation agent, and visible line. | Required only for preview. |
| Path Height Offset | Raises rendered path points. | Prevents z-fighting with the floor. |
OnTriggerEnter forwards a collider to HandleArrival.
Reference, layer, or tag must match, and arrival must not have fired.
On Player Arrived runs once.
When Arrival Only is off, TryComplete() requests advancement.
On Completed runs only when the Chapter accepts.
ResetObjective() clears inherited completion, permits arrival to fire again, cancels pending delayed activation, and restores the delayed collider to its initial state. Validation identifies a broken link, missing trigger, impossible player filter, positive delay with no collider, or preview with no renderer.
Confirm that both objects are active, at least one Rigidbody participates in the physics interaction, the destination collider is a trigger, and reference, layer, or tag matches.
Clear Invoke Arrival Only and confirm that the linked record is the active Objective.
Check Show Path, Player, Path Probe, Path Renderer, and baked NavMesh data. Missing preview never blocks completion.
The component suppresses repeats per cycle. Search for a second WalkToObjective with the same ID or an additional external call.