I have 16 recast graphs (email@example.com/3) stacked for updating floor areas in a building, they are generated and the initial scans done via code. They generate fine on start and I have 30-50 blue stacked layers. I am then making changes (wall, chair, shelf) and trying to use UpdateGraphs two ways but getting bad results each time.
Passing just the world bounds of the area changed. This works, but triggers an update on all the graphs so I get multiple errors that a graph couldn’t find any MeshFilters as expected (Haven’t built anything yet). I’m guessing the updategraphs(worldBounds) isn’t properly determining which graphs to update and ends up calling them all? If all the floors in the building request a graph update (like on spawn, x30-50) then Unity will wait about 30 seconds, the graph thread goes full on, then unity balloons to 35GB of ram and dies. I’d expect the requests to be queued?
I create a GraphUpdateObject using the same bounds as above. This doesn’t work at all, I get at least one no meshfilters error for each graph. I might as well have passed coords for the moon. No crash though. Graph thread never jumps.
Version: 4.1.22 - I was using a single 300x500x300 recast graph but some updates were taking forever, not against going back to this if better? Also, I can click “Scan” in the editor forever without impact except delay with scan graph :-\