Setup: I'm baking a recast graph, but messed up and put a RecastMeshObj on a GameObject that doesn't have a mesh. When I scan, there's an error, as expected:
"Exception: A renderer or a collider should be attached to the GameObject"
That's fine. I remove the RecastMeshObj, and scan again. This time, there's a new error:
"InvalidOperationException: Another async scan is already running"
It seems like if an exception is thrown during scanning, the isScanning flag is never set to false again. It probably should! In order to be able to scan again, I have to trigger a compilation.