Unfortunately, we have tested LayeredGridGraph and the size and complexity of scene is simply too much for it.
We’ve tried to find issue with your code from Recast graph loses penalty after NavmeshCut
there was a typo that mislead us to think it’s gone. So
If I call
(AstarPath.active.data.recastGraph as Pathfinding.IUpdatableGraph).UpdateArea(guo);
alone, it throws an error saying that I must call UpdateAreaInit(), which as I understand the code, forces me to call UpdateAreaPost() after i’m done. I think that UsedForCut() is called from that UpdateAreaPost() so there it sometimes ends in infinite loop. (I think it’s “sometimes” due to multithreaded nature of updates, happens when i move transform of that component in scene view with mouse during play)
here is full code
it uses NavmeshCut’s code to create GraphUpdateShape and applies tag on it when UsedForCut is called. There is some debounce to update only once for more than one tile being updated at once. But even if it does not end in infinite loop, no tags are applied 