[Bug report] NullReferenceException

Hi, I have met this bug with version 4.2.8 (pro) so I thought I’d post it here (since I didn’t see a bug report specific section in the forum). I’m on Unity 2019.1.5f1.

NullReferenceException: Object reference not set to an instance of an object
Pathfinding.TriangleMeshNode.SharedEdge (Pathfinding.GraphNode other) (at Assets/AstarPathfindingProject/Generators/NodeClasses/TriangleMeshNode.cs:310)
Pathfinding.TriangleMeshNode.GetPortal (Pathfinding.GraphNode toNode, System.Collections.Generic.List`1[T] left, System.Collections.Generic.List`1[T] right, System.Boolean backwards, System.Int32& aIndex, System.Int32& bIndex) (at Assets/AstarPathfindingProject/Generators/NodeClasses/TriangleMeshNode.cs:332)
Pathfinding.TriangleMeshNode.GetPortal (Pathfinding.GraphNode toNode, System.Collections.Generic.List`1[T] left, System.Collections.Generic.List`1[T] right, System.Boolean backwards) (at Assets/AstarPathfindingProject/Generators/NodeClasses/TriangleMeshNode.cs:319)
Pathfinding.RichFunnel.UpdateFunnelCorridor (System.Int32 splitIndex, System.Collections.Generic.List`1[T] prefix) (at Assets/AstarPathfindingProject/Core/AI/RichPath.cs:367)
Pathfinding.RichFunnel.ClampToNavmeshInternal (UnityEngine.Vector3& position) (at Assets/AstarPathfindingProject/Core/AI/RichPath.cs:558)
Pathfinding.RichFunnel.ClampToNavmesh (UnityEngine.Vector3 position) (at Assets/AstarPathfindingProject/Core/AI/RichPath.cs:406)
Pathfinding.RichAI.ClampToNavmesh (UnityEngine.Vector3 position, System.Boolean& positionChanged) (at Assets/AstarPathfindingProject/Core/AI/RichAI.cs:455)
Pathfinding.AIBase.FinalizePosition (UnityEngine.Vector3 nextPosition) (at Assets/AstarPathfindingProject/Core/AI/AIBase.cs:602)
Pathfinding.AIBase.FinalizeMovement (UnityEngine.Vector3 nextPosition, UnityEngine.Quaternion nextRotation) (at Assets/AstarPathfindingProject/Core/AI/AIBase.cs:563)
Pathfinding.AIBase.Update () (at Assets/AstarPathfindingProject/Core/AI/AIBase.cs:383)

I think it might be related to a NavmeshCut component I have on my door. I also noticed it’s marked as NavigationStatic in the inspector (at the top) which is weird since I didn’t do it myself and it’s definitely not supposed to be static.

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Hi

Thank you for the bug report.
This particular bug has already been fixed in the current beta.

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