As it’s apparent, the vertices with 1 are not really connected with vertices nr. 2, this unfortunately breaks my algorithm to calculate the outline of the cut. Is this a known issue ?
The current output is the intended one. For pathfinding purposes nodes in adjacent tiles do not necessarily need to share vertices. Note that this is true even for the recast graph output (even though is almost all cases the vertices are shared).
For what reason do you need the outline of the cut?
I need to calculate the outline, to be able to determine approach points from multiple angles to object represented by cut geometry. The cut is not walkable. I precompute this information after the cut happens.
Is there anything I can do to suggest the cut mechanism to try to preserve uniform geometry?
But can’t you just use the original cut info from the NavmeshCut component for that?
Unfortunately not really. Except offsetting the cut slightly, but that also adds the risk of creating some extremely thin triangles which will be really bad for pathfinding.
I suppose I can use my original mesh to do the calc. I thought the cut would be robust enough to allow me to do this on the mesh.
Also I don’t really agree it wont affect pathfinding, if the cuts ware walkable the pathfinding from nodes 1 to 2 will cause the path to go around the cross into another arm, because there is no connection between 1 and 2.
Oddly enough I noticed this happening only when I have some edges aligned perfectly with the mesh.
There is special code for connecting nodes across tile borders even if they do not share vertices. If you enable the ‘Show Connections’ mode I think you will see that they are indeed connected.
There are some rare cases where it fails (mostly due to an annoying bug in a 3rd party library that I use), but in pretty much all cases it should work.