AstarPath.active.ScanAsync() incompatible with static meshes?

Hey there.

So I have a mechanic in my game where you can knock down bridges to connect two paths on my Recast graph.

I have been using AstarPath.active.ScanAsync() to update the Recast graph (which works REALLY fast btw), however, I get this error when I have static meshes involved.

Is it not possible to use static meshes?

Recast graph settings on version 4.3.37 Beta

Thanks for the help in advance!

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Hi

During runtime scripts cannot access vertices/triangles of static meshes. So yeah… unfortunately static meshes cannot be used if you are recalculating the graph during runtime.
It’s odd though… in your recast graph settings it looks like you only rasterize colliders, not meshes?

That an exception is being thrown is definitely a bug though. It should log a nice error message.

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