Hi! I’m having some problems with iPad and A* Pathfinding Project.
Here is shortly what I’m trying to do.
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I purchased DunGen asset that generates random dungeons that my game now uses. I needed some monsters in the dungeon so next I needed navmesh generated for the dungeon. The DunGen asset had a A* Pathfinding Project Pro Integration so next I purchased your A* Pathfinding Project.
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I added the script that generates Recast Graph to the dungeon. http://www.aegongames.com/blog/wp-content/uploads/DunGen_Readme.pdf
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Game works in the editor and with android device. When player reaches an end of dungeon, new dungeon is generated.
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I build the game for iOS release. After about 2nd or 3rd dungeon that is generated the game crashes. I’ve tried to search for solution with no luck. I think that memory may be incrementing with new graphs generated or something. If I remove the A* Pathfinding Project from the scene the game works so it has something to do with it. This is what xCode reports before the iPad crashes. I think this is happening when it’s generating new level and gets out of memory.
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Not allowed to access triangles/indices on mesh ‘Jugs_Preset_02’
Pathfinding.RecastGraph:CollectMeshes(List`1&, Bounds)
Pathfinding.RecastGraph:ScanAllTiles(OnScanStatus)
AstarPath:ScanLoop(OnScanStatus)
DunGen.Adapters.AStarNavMeshAdapter:Generate(Dungeon)
[ line 72]
(Filename: Line: 72)
Generating Tile #0 of 1
Assigning Graph Indices
Connecing Tile #0 of 1
Scanning - Process took 5970 ms to complete
UnityEngine.Logger:Log(LogType, Object)
AstarPath:ScanLoop(OnScanStatus)
DunGen.Adapters.AStarNavMeshAdapter:Generate(Dungeon)
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
WARNING -> applicationDidReceiveMemoryWarning()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 93.008537 ms
Collecting Meshes
No MeshFilters were found contained in the layers specified by the ‘mask’ variables
UnityEngine.Logger:Log(LogType, Object)
Pathfinding.RecastGraph:CollectMeshes(List`1&, Bounds)
Pathfinding.RecastGraph:ScanAllTiles(OnScanStatus)
AstarPath:ScanLoop(OnScanStatus)
AstarPath:Awake()
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Generating Tile #0 of 1