Navigation Stops Functioning (4.27) - unreal-engine4

I was building a stealth game with an ai, when for seemingly no reason, the ai stopped working, including the chase mechanics. It seems pawn sensing still works, but the nav mesh does not. It still works if I change levels, but I’d prefer not to have to rebuild my map
List of solutions I have tried
-restarting the engine
-replacing the nav mesh
-Splitting up the nav mesh
Please answer as soon as possible
If needed I can post my code, although I don't think the error is in there

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Im learning game developing and am now entering the camera follow subject, scrolled through a few tutorials and learned that I need a unity built-in utility called the Cinemachine, the concept seemed easy and I was pretty excited about implementing the cool camera following mechanism, but somehow, whenever I set my cinemachine follow target to the player(after adding the pixel perfect extension), it just keeps shifting my players coordinates, whether it being the x y or z ones, once it starts it cant even be stopped, as the only solution was to keep spamming CTRL+Z and reset it...(making a 2D game btw)
I tried changing some of the tags or changing the following target but all to no avail, even with other components, as long as I made it follow smth it would just disappear literally...
Expected some changes pr at least an improvement if I put other settings, but yea, sadly it didnt work

Unity 2020.3 When I click play sometimes it shows my game upside down

I use Unity 2020.3.8f1. I've developed a scene with an FPS controller so it can be walked through. Yet, sometimes when I click play, the scene shows upside down and sometimes the camera is looking at the sky or off to the side. It doesn't happen always, just randomly at unpredictable moments and looking in different directions. Does anyone have any idea what is going on?
It happens only with this one file. I've created other scenes with FPS controllers to walk through that have always worked with no problem. With this error=prone walk through, there are no errors in the console and no error messages appear on screen. The scene was built with prefabs, so the only scripts are the ones that come with the FPS Controller.
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Unity: suddenly some gameobjects stopped beeing shown

I'm a Computer Science
Engineering student. I'm currently working on a Uni project using Unity to build a 2D game. Until this morning everything was fine, but suddenly after some work on a UI Manager Script in my menu scene (Scene 0) when I tried to play the game some gameobjects (apparently random) stopped to be visualized on Scene View and on Game View in the Level scene (Scene 1).
I can see all gameobjects fine on camera preview and they all are active in the hierarchy, even all colliders are working.
I tried to look on the web, but I can't find any solution or any similar case...
I don't really have any ideas, I'll be really glad if someone can help me. Thanks.
Check the Material variable on the Sprite Renderer component and make sure it's set to "Sprites-Default". In my case, the material for the hidden objects had somehow changed to "None" while I was working on a little postprocessing effect.
Edit: Here's how the material changed. Adding a SpriteGlow script from a package which works with postprocessing had first turned the objects' SpriteRenderer material from the original "Sprites-Default" to "Sprite/Outline". Upon removing the SpriteGlow script component from the object, the material became "None" rather than defaulting back to "Sprites-Default" and that was when I stopped seeing the objects even though they were present in the scene. This is most likely your problem too since you said every other thing like collision works and the objects are definitely present in the scene.

Dynamically instantiated prefabs are invisible

Now I know that this is a common problem and there are so many mistakes that would lead to it, but I have searched and seen all the results and answers in unity forums and other websites, and I'm sure that I don't have any beginner-mistake that would lead to it.
My problem is -Like the title states- that I have a "platform" prefab and I have a script, attached to some game object in the scene, that instantiates a new platform every x seconds. Now, the scripts works and everything is fine, the platforms are instantiated and they are moving and functioning as they should, but I can't see anything from this!
I mean that I can see them in the scene view window, where everything is fine, but in the game view window nothing appears, though I can interact with the platforms, such as landing on them and so on...
check the z depth... your probably instantiating them behind your camera. a good way to check is to start the game, go to scene, and take it out of 2d, then click one of the platforms in the explorer, and check its z value
It is highly possible that they are shown "behind" your background. I was making an android app and my buttons were displayed behind the UI panel. Try to instantiate your platforms as child objects of your panel.

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.