when turn off seeker draw gizmos property, it will repeatedly show warning:
Path Failed : Computation Time 0.00 ms Searched Nodes 0
Error: Canceled by script (Seeker.CancelCurrentPathRequest)
please see the video for more information
Test Code:
public class NavMoveBug : MonoBehaviour
{
private const float POS_DISTANCE = 2f;
public int bornNum;
public GameObject AgentPrefab;
public Transform posA;
public Transform posB;
public Button bornBtn;
public Button moveToABtn;
public Button moveToBBtn;
private RichAI[] mAgentArray;
private void Start()
{
mAgentArray = new RichAI[bornNum];
bornBtn.onClick.AddListener(OnClickBornBtn);
moveToABtn.onClick.AddListener(OnClickMoveToABtn);
moveToBBtn.onClick.AddListener(OnClickMoveToBBtn);
}
private void OnClickBornBtn()
{
for (int i = 0; i < bornNum; i++)
{
var go = Instantiate(AgentPrefab, GetRanPos(Vector3.zero), Quaternion.identity);
mAgentArray[i] = go.GetComponent<RichAI>();
}
}
private void OnClickMoveToABtn()
{
for (int i = 0; i < bornNum; i++)
{
mAgentArray[i].destination = GetRanPos(posA.position);
}
}
private void OnClickMoveToBBtn()
{
for (int i = 0; i < bornNum; i++)
{
mAgentArray[i].destination = GetRanPos(posB.position);
}
}
private Vector3 GetRanPos(Vector3 _centerPos)
{
var pos = _centerPos;
pos.x += Random.Range(-POS_DISTANCE, POS_DISTANCE);
pos.z += Random.Range(-POS_DISTANCE, POS_DISTANCE);
return pos;
}
}
Agent Setting:
A* Project Version: 4.3.14
Unity : 2019.3.3f1
OS: Mac