Hm… from the stacktrace it looks like it is coming from the second part of the mesh rendering.
I.e RecastGraphEditor.OnDrawGizmos -> outline mesh drawing (not surface mesh). Do you think you could verify that that is true?
navmeshOutlineMaterial.SetPass(0);
for (int i = 0; i < gizmoMeshes.Count; i++) {
Graphics.DrawMeshNow(gizmoMeshes[i].outlineMesh, Matrix4x4.identity);
}
The outline that is drawn there is not the same outline as the toggle in the inspector mentions.
Ok, so that is odd because then apparently rendering of the surface mesh works fine.
Do you think you could check what the return value of the SetPass call is? It should return a boolean.
It draws an outline of the mesh pretty similar to the one drawn for the outline toggle, but it doesn’t use unity gizmos, so it is a lot faster. I am planning to migrate the code that uses unity gizmos right now to use meshes instead for performance.
I told my source control to ignore meta files in the plugins folder, and now all my A* components are “missing” . I reassigned everything, and set it all up again, but I get this error and cant play the scene.
commenting out :
That’s bad. Don’t do that. The meta files are important. If those are gone you will have to reinstall the pathfinding package. Delete your AstarPathfindingProject folder and import the package again.